jacket: (Vivi - drink in hand)
Jansen ([personal profile] jacket) wrote in [community profile] damned_lounge2012-02-10 02:40 pm
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HMD #5

[community profile] damned_institute HMD Meme

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inherited: (you think we can grab a pizza?)

Re: GAME THREAD

[personal profile] inherited 2012-02-11 02:01 am (UTC)(link)
I've been trying to come up with a way to suggest things for the game for a while, but I realize that it's more of a criticism than a suggestion. I don't feel adequately immersed enough in Damned's setting half the time to make suggestions on plot, and I'm not sure "plot suggestions" are the way to go. I think that might fall on you guys.

But ... to be completely frank, I'd like for more plots to be less things that happen to characters or things the characters respond to or have to go look at or whatever, and more things that will actually lead to some end. At this point, Damned has been going for a very long time, and the playerbase has shrunk down a lot. I feel as if Damned could successfully pull off plots that involve aspects of the playerbase base at slower paces than what's typically going down. I am not saying they get out of the institute or anything like that. But there is only a handful of things and for me, as a player, the prospect of "a new area to explore" is really boring for me as a writer. I realize there's a plot, but the plot is ran about 90% by NPCs and what information the characters do have, they aren't able to employ it as well as they'd like—if at all.

Other games (ones I'm in, ones I'm not in) have been able to employ plots that give characters information to run with. Damned, in a lot of ways, has the constant feel of things being the same. Stickers/badges/missions/etc. are different things to do, this is true, but it doesn't ultimately add up to much. I understand the game is survival horror, but it feels less like that and more like trying to hopelessly find things before you come up for air before a new day starts. I'm not sure if that's what Damned is meant to be.

I guess my overall crit is to have some kind of plot (or multiple plots) that employs the characters more and has them carry things out and potentially have good, bad, and neutral endings to each plot. Have things change as a result of things that the characters do, rather than what the NPCs are doing around them. That way, it's a lot more constructive and the characters might eventually see a point in building up a better system of communication within. Perhaps another way to alter Damned would be to come up with ways to promote that communication within the characters beyond a third party (IE the radio). I'm not sure what that can be, either.

I want to repeat: I think that the game itself and its structure is fine, but adding new things to work with that aren't things that have a stop and start, things that can actually build up and go somewhere, etc. might help add some new feeling to the game. I think plots designed around the characters actually affecting it instead of responding to crap happening to them would be more effective, and if executed well, the people not interested in those paths could just as easily avoid them. I think the world of Damned is rich, and I think altering the way the story of the game flows so that it really depends more on the characters could help. I'm not sure how, since I don't know where things will be going, but I find myself disinterested in the current sum of things because while it's interesting to play my characters through the horrors, there's a part of me that asks obvious questions: why don't all the characters just meet in the same place every night and work together? why haven't certain things just worked? why don't they have certain areas figured out? The smaller the game gets, the less believable it is for me as a player that these characters wouldn't be getting each other on the same page in an adequate fashion. This is through no fault of the players, mind you, but in the amount of handwaving and the way the game is set up. I guess I'm wondering if something new can be added, and if that might change the atmosphere.
complicatedliar: (Default)

Re: GAME THREAD

[personal profile] complicatedliar 2012-02-11 02:25 am (UTC)(link)
I'd like to second this. There's a lot I love about this game - obviously there must be or I wouldn't have come back. :-) But I remember the first time around, I got really frustrated at times because it felt like everything the characters did was largely meaningless in the grand scheme of things.
letyouentertainme: (Consideration)

Re: GAME THREAD

[personal profile] letyouentertainme 2012-02-11 04:53 am (UTC)(link)
I'll add a third for this.

As much as I love playing here and playing the characters I have, the lack of productive outcomes is making it really hard to play most of them as anything other than annoyed and tired which... well, gets tiring. And I know it's the reason why a number of players from years back had to let characters go; they just weren't getting anywhere. While I may play one perpetual optimist, he's a rarity for being able to survive this kind of setting while the productive ones are more suited for it, so that kind of backwards?

Am I making any sense?

Re: GAME THREAD

[personal profile] justice 2012-02-11 06:58 am (UTC)(link)
Hmmm, off handdddd

Is there any chance you can contact players or maybe even do a polling post OOC with anyone who wants to do some kind of long-term plot? Furthermore, what about designing plots that could eventually be transferred to someone else—fail-safes, so to speak? Maybe build in something like that.

That's the first thing that came to mind.
stellarregions: (Default)

Re: GAME THREAD

[personal profile] stellarregions 2012-02-12 10:48 pm (UTC)(link)
A little late in chiming in with my agreement here, but yeah, this addresses a lot of issues I've been having as well, especially:

but the plot is ran about 90% by NPCs and what information the characters do have, they aren't able to employ it as well as they'd like—if at all.

I'll admit, this is why the Military arc ended up being a flop for me. Most of it involved NPCs my characters had zero contact with. Things were going on, but everything was so far removed from the actual patients that it might as well have been a radio-play broadcast over the speakers occasionally.

And I feel like there has *got* to be a better way to disseminate information. I know that was brought up in earlier discussions... Patients are very cagey about sharing what they know, which means if you want to find things for your not-in-the-know characters to do, you sort of have to meta-plot your way into having them meet with the right people. I like NS events, but a lot of them seem to be very... passive. Some 'effect' happens and disrupts plans, but the medical wing event aside, there's rarely anything for people who don't know secret locations to aim for.

TL;DR - I think we need more opportunity for active plot-oriented things that might make night shifts less stagnant. Over-arching plot things are cool, but they need to be more than set-dressing done by NPC characters almost no one gets to see.
scarefaux: ([well])

Re: GAME THREAD

[personal profile] scarefaux 2012-02-13 10:14 am (UTC)(link)
Agreeing with the "man, is information hard to get sometimes" issue. Some patients get to the basement within three nights of their arrival, while others struggle just to get basic information about the over-arching plot.

I've had three characters in the game forever, and getting the location of the basement entrance for the one I actually wanted to send there from the get-go (Edgar) was admittedly like pulling teeth at times, and he's only recently managed to get it. Scarecrow has known forever, but was never really all that interested in it until now because he wasn't really aware of most plot-related things going on- and being the fluffy marshmallow he is, a lot of characters aren't willing to share too much information with him at times. It's only because of the mission he went on that he's gotten into all that, since his investigations of other areas have turned up flat.

I guess it'd be nice to have more to do and find within the building that is plot-related for those who are exploring and still feeling it out. Not all of them know about the secret area, and it feels like so much of the other stuff is just kind of out there and not touched often because it doesn't seem to have much of a purpose.

(Anonymous) 2012-02-13 05:10 pm (UTC)(link)
Also generally agreeing with this. The trouble is that right now, the only platforms through which players can interact with NPCs and the plot on any level at all is through missions and the basement. Missions are a good start, but since it's randomized to small groups chosen once every other month the vast majority of players are left feeling at a loss and distant. Leaving aside that their connection to the plot isn't clear for a moment, the basement and caverns are a problem, since it requires consistent threading from at least three players through two obstacle courses and a rough in the coliseum, which, at minimum, takes at least two ic nights and therefore four ooc months. Factoring in general player slowness right now- people often find it hard to even get to the ballroom, let alone the rooms- and you end up with nights in which it feels like nothing is being achieved at all. There are only so many times you can thread a character going to get supplies or going to ruins in which nothing actively happens.

Really, it comes down to the fact that Damned has such a strict setting that it's really necessary for the plot to ensure that things are going on. It's not like most other games where players can run game-wide plots that have far-reaching effects on characters- that's fine, and I wouldn't want Damned to be anything other than what it is, but it does mean that players rely heavily on the plot to give them things to do.