ironwood: (Default)
ɪʀᴏɴᴡᴏᴏᴅ ᴇᴍᴘᴇʀᴏʀ ᴇsʜᴀɪ ([personal profile] ironwood) wrote in [community profile] tushanshu_ooc2012-10-09 04:43 pm
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TIMEY-WIMEY DISCUSSION

Okay, a couple items are up for review after the feedback from our recent HMD!

The first is reasonably simple – do you guys want an in-game 'alt' calendar? With zany kedan names and a list of in-world holidays and suchnot? Or would you rather keep it sweet and simple and stick to normal Earth dates?



The second is a little bit more indepth, and is potentially a bit more game-changing. Right now, the time-passage ratio in Tu Shanshu is 1:1 – meaning one in-game day passes for every OOC game day that passes in the real world. That said, our events do run a bit fast and some issues have come to light regarding involvement levels and suchnot during events.

There were numerous suggestions to amend this situation and all of them have equal amounts of merit. Some of these suggestions were:

      ● Slowing down the overall ratio of the game to a 1:2 scenario, with one day passing in the game for every two days in rl.
      ● Slowing down the time ratio during events to a 1:2 scenario and after the event is 'over', speeding time up again to a 2:1 ratio while everything evens out
      ● Going for a 'timey-wimey' approach that sort of handwaves dates as necessary to keep the pace of the game more or less on track.
      ● Allowing for longer events and more down-time in between so as to facilitate backtagging and such, with OOC planning posts for events put up with a little more leeway (we've been aiming for 48 hours between our OOC announcements and event commencement, but could bump up to 72 or 96 as needed?)

WHERE THE MODS STAND ON THIS:

Right now, my ('my' being 'Roy') personal 'as a player at TuShan' thoughts on this matter are such that I want to try simply extending the length of time we run events for – ie: things like the storm system running for four or five days rather than two, the gang warfare maybe running for two weeks at a time, etc etc – and giving more notice before events crop up. I think this might solve some of the pacing issues that people have encountered, and as it's a fairly simple fix it's the one I'm thinking I want to go with, at least for a while and see how people find it. (with a 'how is everyone finding this change?' review slated for a few months down the line)

That said,

Either way you swing it, this is a potential game-wide change, we'd love to hear as much feedback as everyone's willing to toss our way, or even a simple 'yay' or 'nay', or picking whichever of the above options works or jives with you (or adding your own!). Please don't be afraid to talk to us about this, it's what we're here for.

[personal profile] ex_capt410 2012-10-09 11:53 pm (UTC)(link)
you could actually probably combine the two ideas somehow and make the alternate kedan time measurement system be accountable for the timey wimey bits... just make it really zany so no one ever actually really knows what's going on with the calendar or sth like that?

but that would also require like people being really relaxed about time passage and being able to handwave stuff and i don't know how ok people are with that level of wacky

just an idea though :D
controlledvariable: (Default)

[personal profile] controlledvariable 2012-10-09 11:54 pm (UTC)(link)
I don't have a huge amount of thoughts but I'll just put in my two cents.

I'd prefer longer events/more time between events/a little more OOC notice. My problem with the pacing there was that I didn't really feel up to committing myself to more plot/action stuff while I was still backtagging the gang war stuff, which I think can be easily fixed by giving us a bit more time between events.

IIRC you mentioned being concerned about the game becoming too slice-of-life if there aren't enoguh events, but I can't see that being a problem with how much interest everyone's shown so far in doing smaller, player run plots. If anything it gives more room for that sort of thing to develop, rather than everyone being too busy with gamewide plots to work on their own stuff.

And honestly part of my reluctance to change the pacing is that I have a really hard time wrapping my brain around time things. PROBABLY SELFISH but I just don't want to be constantly confused.

So yes. My thoughts. /places on
sophos: (Default)

[personal profile] sophos 2012-10-10 12:01 am (UTC)(link)
SECONDING THIS COMMENT basically
redjay: (Default)

[personal profile] redjay 2012-10-10 12:37 am (UTC)(link)
my thoughts = what justine said
agentdork: (Δ LET'S HAVE A THREESOME)

[personal profile] agentdork 2012-10-10 05:58 am (UTC)(link)
Yes, good.
andaway: (Default)

[personal profile] andaway 2012-10-10 08:53 pm (UTC)(link)
Iiii don't have anything to add to this these are my thoughts this comment is me

[personal profile] thequeensown 2012-10-12 09:03 pm (UTC)(link)
Alma here in another journal... and pretty much hopping on board with everything here.

I'm open to however it's voted and won't leave if it changes, so it's all good in the hood for me. 8D

Also totally open to the stuff Pen adds below... I'm always loving game specific holidays and the way people are forced to react to them in game. <33
sophos: (Default)

[personal profile] sophos 2012-10-10 12:14 am (UTC)(link)
Like Justine said, too, games that are not 1:1 have always been a little confusing, so I'd like to avoid that if possible, but if the majority would prefer switching up the ratios, I will work around that!!

I think more OOC notice and planning with more time to carry out the events would be better, since I feel like that's where the issue is? If there's some kind of development depending on what happens in an event that is crucial to things post-event, a little more time to play that out seems like it would work nicely. SO YEAH THE FOURTH BULLET POINT that is the one I like most.

And it terms of ratio switching, I'd definitely prefer the second with it alternating, to a constant 1:2, because I like keeping the calender more or less close to what it is irl. o/
borrowingtime: (a rarity)

[personal profile] borrowingtime 2012-10-10 12:17 am (UTC)(link)
PEN HERE IN THE WRONG JOURNAL but I'd say yes on longer events and an upvote on a zany calendar? For your own sanities you could theoretically mix and match bits from real world calendars. The kedan and Keeliai being heavily Asian-based you could pick and choose from Chinese/Japanese/Thai/Mongolian calendars for dates, day names, month names, holidays and such. Maybe even year "titles" like "Year of the Dragon"...and maybe with extra mythological creatures? Year of the Aurochs, Year of the Jackalope etc. I mean you could go super in depth and go into astrology, star signs etc etc if you wanted to get super cray cray up in this biznatch.

I LOVE MAKING UP FAKE HOLIDAYS THOUGH so if you guys went for this and needed help making up holidays I would totes help (THERE COULD BE A "TURTLE DAY" CELEBRATING THE DISCOVERY OF TU VISHAN AND EVERYONE WOULD MAKE GREEN TURTLE BREAD AND EAT PEANUT TURTLES AND PLAY TURTLE SHELL DRUMS AND STUFF okay /shuts up).
controlledvariable: (civvies -- thumbs up)

[personal profile] controlledvariable 2012-10-10 12:22 am (UTC)(link)
seconding both of these points

I played in a game with alt. holidays set around the same time as real world ones and it was a lot of fun!

[personal profile] sciencewhizard 2012-10-10 12:25 am (UTC)(link)
Also seconding the idea of mix-matching Asian calendars and coming up with fake holidays.

[personal profile] sciencewhizard 2012-10-10 12:24 am (UTC)(link)
I like the idea of just making the events last longer; personally, my only problem has been not getting enough time to post for the event cause IRL shenanigans and all that stuff. So at least, it'd be nice to have a bigger window to jump in through.
pyritic: (//I'm on a dolphin.)

[personal profile] pyritic 2012-10-10 12:28 am (UTC)(link)
I kind of liked slowing down the time ratio for events in the timey-wimey way (since I wouldn't want "catch up" every time) BUT I wouldn't mind longer events and it is definitely simpler, so I'll toss my vote in for that.
cowled: (Default)

HEADS UP

[personal profile] cowled 2012-10-10 12:51 am (UTC)(link)
My participation in this discussion is going to be delayed by a few hours, as work is unexpectedly shipping me out to a new jobsite tonight. Expect me back around nine PST. <3
wherethestoryis: (Thoughtful)

[personal profile] wherethestoryis 2012-10-10 01:39 am (UTC)(link)
First, echoing Justine.

My own $0.02:

Reiterating in so many words (because I feel strongly about this): with so much player-induced plot, inundating us with events will make it hard to have time for those. Also, too many events too soon makes it hard to explore unexpected consequences (and backtag).

Also reiterating: OOC notice is critical. Most games I've played at ran a week or more in event planning. Life for pups on the Turtle is hectic; life for players shouldn't be.

I really don't like the idea of a standard switch to 2:1. Somehow even if they're tag-packed, they drag. In general I am a fan of timey-wimey.

I think overall I definitely agree with your plan, Roy.

Also, at least holidays on a kedan calendar would be awesome. Shenanigans of 'what is this holiday' and 'but I want my Christmas tree' could ensue.
iron_ego: (Default)

[personal profile] iron_ego 2012-10-10 03:22 am (UTC)(link)
My two cents on a player approach are pretty simple:

Calendar:
I think the plan was to have the occasional kedan festival, et al. We could always list some up and give tentative dates. That said, I'm also all for characters being able to celebrate their own holidays, such as the Favrielle event this coming December.

Passage of Time:
Longer events and 72-96 hours of OOC planning works for me. I don't really like fudging around with time and handwaving the passage of it, so having more days available is a good alternative in my books. Also, longer events means more chances for everyone to get involved (for example: extending a three day event run Fri-Sun to a seven day event means most of the busy members will have a chance to participate on a day off in that time, since we don't all have weekend-weekends).
demon_brat: (Cape flying in the wind (Robin))

[personal profile] demon_brat 2012-10-10 08:33 am (UTC)(link)
I'll just say that I'd be good with any option, but - I think longer events processing might work well, yes. We could try that for a little while and then come back to review everybody's reactions to how it works in practice?

Especially with new arrivals every week, a bit more time to work through events looks like a good call.
tuskenlancer: (relaxed)

[personal profile] tuskenlancer 2012-10-10 09:26 am (UTC)(link)
I'd still be cool with a more relaxed approach/not trying to match calendars up exactly, but reading through the responses it looks like not everyone's thrilled with that, and that's cool too.

I do think that more heads-up before events (closer to a week than 3 days) and longer event runtimes would both help a lot, no matter what the time ratios end up being.
whoneedsbending: (Default)

[personal profile] whoneedsbending 2012-10-10 02:29 pm (UTC)(link)
I like the idea of more time for OOC plotting for other people, I like the 1:1 ratio, it's a good pace and a lot easier to follow game wise because people my forget and be like 'so yesterday' when they make an entry and they mean yesterday IRL time wise, which would still be say 'Saturday' game wise. If that makes sense.

So I'm cool with anything though longer events might be good for some things but not others? Because some plots work for two days but would be dragged out it is was a week, like the storm, the storm was a good length of time and we actually had a good amount of time to plot.
hackingyoursensors: Young Justice, Robin and Batman smiling while standing side-by-side (R • neutral; Batman likes you better)

[personal profile] hackingyoursensors 2012-10-10 07:37 pm (UTC)(link)
I'm more leaning toward extending events and having a bit more time between them to give people time to backtag and to do posts about the fall-out after the event. I think having more "breathing room" will help a lot. How much "breathing room" we need might take awhile to get right.