@Faraday said in MU Peeves Thread:
@Third-Eye said in MU Peeves Thread:
I feel like games have to do more expectation management about this with players and I’m not sure what the best way to do that is. Beyond clearly stating whether real-time or async play is the norm/what’s done by GMs in staff scenes, but it takes a while to internalize that even if people read it.
I don’t really see why this is on the games or game-runners.
Players just need to communicate. If you like live, quick scenes - say so. Find like-minded players on the game. If there aren’t any, that’s probably not the right game for you.
It’s no different than people liking different kinds of RP. If the majority of players on a particular game like big bar scenes and I prefer one-on-one, that’s not a problem with the game - let alone the game server.
Definitely not a problem with the game! I think what @Third-Eye was talking about wasn’t so much forcing the game to be the right one for everyone, but helping to establish what a game considers its own culture and default expectations. Not to exclude everything else, but to help manage communal expectations around “hey what’s the overall norm around this particular game,” because if you know the baseline expectations of a community, it makes individual communication around those expectations easier and smoother. Because, from various experiences over the years, sometimes people are defining even the same words differently, and it’s not necessarily things people would expect to need to clarify. So I do think having baseline default expectations for a game can be helpful and beneficial.
And, tbh, it seems moreso like something that benefits staff, rather than labor they’re doing just for the playerbase. If you have a staff who largely want to RP async, you’re gonna want a culture that supports it, and vice versa. I definitely see live scenes and async scenes on pretty much every game, but the ratios can vary widely based on that particular game’s culture.