i am a FAN of the traditional places/tabletalk system; i have been at countless big event scenes that would have felt entirely unmanageable without them.
@Juniper said in Scenes within Scenes:
But if a scene is so busy that you need to split it up, just do that? Move to a different room. Take your friends onto the balcony. Actually commit to moving far enough away to experience some quiet. Don’t just move to a table and listen to everything anyway.
the situations where i have most often used tabletalk/places code, that’s just not viable due to the nature of the scene. it would generally be at a large event of some kind where there’s specific need or reason to stay in the main room for the events going on.
@Roadspike said in Scenes within Scenes:
I think that -in general- places code is trying to police a social problem (players having their characters react to things their characters shouldn’t be able to hear) with a code solution (making it so players can’t hear some of what’s said). And I’m generally not in favor of that.
that reasoning has honestly never occurred to me. for me, places/tt has always been about making large scenes more manageable by reducing the overall spam levels.
