Jansen (
jacket) wrote in
damned_lounge2012-02-10 02:40 pm
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Re: GAME THREAD
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.
Re: GAME THREAD
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.
no subject
(Anonymous) 2012-02-13 05:10 pm (UTC)(link)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.