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[personal profile] sinjun
But then, why wouldn't it be? Let's just consider the source.

In other news, hrm, well, Elyse taught a lesson yesterday, or at least, she helped break a block, so that's just as good. Cea was being taught a lesson, but we didn't finish. Had to pause that scene.

Elyse is also now convinced that Atalanta is a witch icly and Basuma currently comes a close second, but you know, she was trying to do things properly. Next time, she'll just surprise the Amyrlin with whatever proposal she has. See, Elyse can learn. Don't tell the Amyrlin or Atalanta anything or they will just use it against you. Case closed.

Though somehow, I have a feeling that particular attitude will harm the tower, more than help it. Ah well, perhaps Elyse will get over it. Or maybe she'll just learn to play politics. Or maybe she'll end up leaving the tower. Who knows? The joy of playing when you don't have any idea how things will end up!

Political intrigue can be fun, I suppose. It would have been nice to have a break for poor Elyse, but that wasn't to be. *shrugs* At least this way, if she doesn't icly heal properly because of the mind games in the Hall, it's not my fault. Yes, I did have her almost turned, but you know, I had every intention of giving her some time to heal. *shrugs* I'll have to see if I can find that time somehow, despite the politics.

Plotting - Part one (Yes, I'm longwinded again.)

Date: 2003-04-23 02:05 pm (UTC)
From: [identity profile] wolfcat.livejournal.com
...then unless people get involved, that is how the plot is played out.

Personal experience talking here: If people don't get involved, don't play the plot. If people aren't interested, there's no point wasting your time. Find something they are interested in, instead, and let your original idea become either a personal plot or wait until a more receptive time. Let them run what they come up with after that, while you just nudge things enough to keep it inside acceptable IC bounds.

Some things have to be carefully scripted to avoid player death, which I think some people don't realize.

Okay... I have trouble accepting that as a reason to overscript things. Yes, I agree that on a consent-based game you can't go killing people's characters off if they don't want you to, so you have to find ways around that, but that doesn't mean excluding all chance. (There's a few people I would have taken out over the course of my RP career, let me tell you, if I didn't have to hassle with consent and the IC strictures it forces. And there's a few that would have happily done the same to me, too, I'm quite certain.) So, yes, limits have to be established. No question. No argument here about that. But, they should be reasonable to the situation.

Taking your example: Player U has the right to make an attempt on Player T's life. Player T can decide how successful that attempt may be. Player U cannot be allowed to escape IC consequences, however, though he should be permitted to have a hand in determining just what those consequences will be. Most people will be reasonable if you appeal to their sense of fairplay and remind them how they would feel in the same situation. And those that aren't reasonable are either twinks or people that are caught up in some sort of OOC situation that has unfortunately spilled IC. And that's a different problem all together — one that has absolutely nothing to do with the plot as an IC event.

Yes, you have to establish rules. But, the rules should ideally have some sort of flexibility to them.

Again, however, I would wager this is a perception issue. It could be, and, knowing you, like is, that you have tried to set flexible limits. I don't deny that. But, if your players aren't getting that impression, it doesn't make a difference how flexible you are. It all comes down to how flexible they think you are. And that is impossible to control.

I also think people don't realize the difference in global TP vs. regular TPs

Well, no. They don't, often enough. Not if they're young and/or inexperienced, at least. But, that also has absolutely nothing to do with the overscripting of a plot, either. The same prinicples apply, regardless of plot size. The trick with a global, far-reaching plot, however, is that you break it down into bite-sized chunks that are, in effect, mini-plots confined to specific areas. And you tailor those mini-plots to the people that want to be involved and try to involve as many different and disparate characters as possible. No small order, I know. Tough as hell and twice as ornerous.
From: [identity profile] eternityschild.livejournal.com
Well.. yeah. Most of that works when you aren't dealing with twinks. Player T in jail has agreed to death, but even so, Player U has to figure a good way to get in there and kill them without the consquences, so then you're stuck. :)
From: [identity profile] wolfcat.livejournal.com
Make Player U a judge.

And, if that doesn't work, pull out an inverted illusion weave to disguise them. A convenient NPC they can pay off and have disappear.

There are almost always options.

However, in the end, if you're dealing with twink, yeah. You have to simply be the heavy and put your foot down and be done with it.

But, there's never anything much you can do about a twink.
From: [identity profile] eternityschild.livejournal.com
The situation I'm thinking of... Player U is a twink. Have a channeler gate them in, slit the throat and get out... HA! Even inversion wouldn't work too well cause once they kill, they have to have a way out. The best is just to poison the food. ;) But why would I share that with a twink?
From: [identity profile] wolfcat.livejournal.com
Because it gets them out of your hair and won't actually hurt anyone in the long run.

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