RP Safari - Pacing Styles
-
-
@catzilla Where does interrupting a totally innocent demon while he is trying to enjoy his succulent Chinese meal in the comfort of his penthouse apartment come on your scale?
-
I’ve thought up a new pacing style:
Tedium game pacing. The MU will be connected to a generic incremental idle game (like Cookie Clicker), and each player will be given a number of pose tokens. Each pose will cost a number of tokens based on length, and if you run out of tokens, you must play the idle game to generate more tokens, which can also be spent to make the idle game work faster. Scenes will progress at a speed decided by the various players progression in the idle game generating the tokens.
-
-
Auto clicker
According to all known laws of aviation, there is no way a bee should be able to fly.
Its wings are too small to get its fat little body off the ground.
The bee, of course, flies anyway because bees don’t care what humans think is impossible.
Yellow, black. Yellow, black. Yellow, black. Yellow, black.
Ooh, black and yellow!
Let’s shake it up a little.
Barry! Breakfast is ready… -
Life got busy, so here is a very belated reply.
Anyways, it may be something different. It was sort of like the SCP stuff that’s popular today. The most prominent one that I remember was a wiki, and you could go to a page and edit it, retconning things, continuing the scene by writing new material, whatever. There were some rules of engagement about how much you could edit in a day, what sorts of things you could do, etc. I think some of it ended up on An Archive of Our Own at one point.
-
@MisterBoring said in RP Safari - Pacing Styles:
I’ve thought up a new pacing style:
Tedium game pacing. The MU will be connected to a generic incremental idle game (like Cookie Clicker), and each player will be given a number of pose tokens. Each pose will cost a number of tokens based on length, and if you run out of tokens, you must play the idle game to generate more tokens, which can also be spent to make the idle game work faster. Scenes will progress at a speed decided by the various players progression in the idle game generating the tokens.
Ah, Gemstone IV, where people would abruptly leave the scene when their RPXP ran out.
-
@Jumpscare said in RP Safari - Pacing Styles:
Ah, Gemstone IV, where people would abruptly leave the scene when their RPXP ran out.
Was that the one on AOL along with Modeus Operandi that went pay-to-play? Modeus Operandi was my first game, I miss it

-
@MisterBoring said in RP Safari - Pacing Styles:
I’ve thought up a new pacing style:
Tedium game pacing. The MU will be connected to a generic incremental idle game (like Cookie Clicker), and each player will be given a number of pose tokens. Each pose will cost a number of tokens based on length, and if you run out of tokens, you must play the idle game to generate more tokens, which can also be spent to make the idle game work faster. Scenes will progress at a speed decided by the various players progression in the idle game generating the tokens.
Now I’m imagining TS scenes being on hold for days while people play cookie clicker to be able to put out their next pose.
-
Aegis Company runner here, just want to belatedly chime in to say our scenes, especially events, do skew live. Async certainly happens but it’s generally reserved for interpersonal RP.

