this is the song that never ends, it just goes on and on my friends...

Jul 21, 2009 10:35

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pirst fost

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anonymous August 28 2009, 08:09:17 UTC
Oh, God. Okay.

Figure out what kind of detail you want in fight scenes. If Player A wants to go one-two-three fast as can be and Player B wants to dwell lovingly over every bit of equipment brought to the fight scene you're going to have two pissed off players.

Try to get your war plotted out first. Remember that unlike real war you can have an outline. How many major conflicts do you want? What major plot points should each of those conflicts have? Conflict for conflict's sake is going to drive people insane.

Don't, do not, never ever, reuse the war. I knew a guy who basically forced people through the exact same war plot three times before everyone told him to give it up. Once a year for three years, same war, same reason for the war, tried to get the same people involved, it was horrible.

Figure out how long real-time you want it to last. Try not to have it last too long IRL because you can get player burn-out really easily. You want your players to feel comfortable and like they're actually getting somewhere.

If you cannot avoid having it last forever and a day make sure that there are stress breaks for both characters and players. Have someone throw a "we won the battle" ball where nothing stressful happens, or whatever.

Check with your players regularly. Make sure that they're still having fun. If not, stop. Don't try to tell them to keep having fun, find a way to wrap it up ASAP.

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anonymous September 6 2009, 03:29:38 UTC
This is really handy anon, thanks! I'll keep it in mind for the next big fight (this one went really well, btw).

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