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guide:old_articles:practical_fleet_management_for_multi-plot_communities

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guide:old_articles:practical_fleet_management_for_multi-plot_communities [2015/09/06 18:33]
88.198.180.41 Links adapted because of a move operation
guide:old_articles:practical_fleet_management_for_multi-plot_communities [2017/12/02 11:05] (current)
wes ↷ Links adapted because of a move operation
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 === Timelines === === Timelines ===
-All roleplay moves at the speed of plot. This is inevitable because your players can’t be online all the time. In an independent plot, this is a non-issue, but in a multi-plot environment you will probably end up with two plots that are moving at different paces. Example: The  Star Army light cruiser [[stararmy:yss miharu|Miharu]] launched in [[calendar:​YE 29]] (29th Year of the Empire) on a mission to hunt down a war criminal. Because the Miharu operates through lengthy, very detailed forum posts and the game master has a very elaborate plot plan, it can take months for a single in-character day to pass. Meanwhile, you have the repair ship [[stararmy:YSS Senbu]], which hosts a [[guide:​roleplaying|joint-post]] plot where roleplay is conducted in chat, edited, and posted in 15-page-long chunks on the forum. Because Senbu players respond instantly during chat sessions, time moves very fast for them and they may have one or more in-character days pass in chat. Further complicating things is the site-wide in game timeline, which states that today’s date 2009 is today’s date [[calendar:​YE 31]].+All roleplay moves at the speed of plot. This is inevitable because your players can’t be online all the time. In an independent plot, this is a non-issue, but in a multi-plot environment you will probably end up with two plots that are moving at different paces. Example: The  Star Army light cruiser [[stararmy:starships:​yss_miharu|Miharu]] launched in [[calendar:​YE 29]] (29th Year of the Empire) on a mission to hunt down a war criminal. Because the Miharu operates through lengthy, very detailed forum posts and the game master has a very elaborate plot plan, it can take months for a single in-character day to pass. Meanwhile, you have the repair ship [[stararmy:starships:​yss_senbu]], which hosts a [[guide:​roleplaying|joint-post]] plot where roleplay is conducted in chat, edited, and posted in 15-page-long chunks on the forum. Because Senbu players respond instantly during chat sessions, time moves very fast for them and they may have one or more in-character days pass in chat. Further complicating things is the site-wide in game timeline, which states that today’s date 2009 is today’s date [[calendar:​YE 31]].
  
 How do we reconcile the time differences?​ What if a player wants to transfer his character from the Senbu to the Miharu (which is two years in the past)? Our solution thus far on Star Army has been to implement a mission-based system. Starships out on missions are on their own in-character time as needed, and then the “downtime” between played missions is flexible. Mission starts are synchronized with the site-wide IC date when possible. I also tend to just fudge when it comes to site-wide events, putting them into the plot as they occur rather than calculating when they should occur in the future ship-based timeline. My advice is to approach the matter casually. For that ship-to-ship transfer, you may want to just go ahead and let the character be in two places at once for the sake of gameplay fun. How do we reconcile the time differences?​ What if a player wants to transfer his character from the Senbu to the Miharu (which is two years in the past)? Our solution thus far on Star Army has been to implement a mission-based system. Starships out on missions are on their own in-character time as needed, and then the “downtime” between played missions is flexible. Mission starts are synchronized with the site-wide IC date when possible. I also tend to just fudge when it comes to site-wide events, putting them into the plot as they occur rather than calculating when they should occur in the future ship-based timeline. My advice is to approach the matter casually. For that ship-to-ship transfer, you may want to just go ahead and let the character be in two places at once for the sake of gameplay fun.
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 To maintain quality standards across the various plots of the fleet, the most important thing is to make your expectations known. ​ To maintain quality standards across the various plots of the fleet, the most important thing is to make your expectations known. ​
  
-Star Army rates plot alignment to standards by use of a common checklist process called a [[roleplay_reviews]]. Plot audits ask GMs questions like "does your plot have an up to date history section on the wiki?" and scores their plot based on the number of standards they have met. Plots that do very poorly can be dropped from the site. This keeps the quality level of the site as a whole high. Audits are conducted every 1-2 months.+Star Army rates plot alignment to standards by use of a common checklist process called a [[..:roleplay_reviews]]. Plot audits ask GMs questions like "does your plot have an up to date history section on the wiki?" and scores their plot based on the number of standards they have met. Plots that do very poorly can be dropped from the site. This keeps the quality level of the site as a whole high. Audits are conducted every 1-2 months.
  
 === MetaPlots === === MetaPlots ===
 <​description of what a metaplot is goes here> <​description of what a metaplot is goes here>
  
-Is participation mandatory? This is a difficult question. I think that while individual plots should not be able to ignore the events of the overall setting, at the same time, no one should be forces to roleplay out something they don't want to roleplay. For instance, say a huge war breaks out and ships are called to defend an area in a fleet battle. If a [[gamemaster]] would rather continue peaceful exploration,​ try to accommodate him rather than put him somewhere he's uncomfortable. Maybe his ship gets special orders to find suitable sites for placing monitoring stations on the enemy border, or to secure peace with an alien race that possesses much-needed trade resources that would help in the war or the battle. Hopefully GMs avoiding your meta-plot will be minimal; if a large number do, maybe you should reconsider the meta-plot or their plot ship's mission.+Is participation mandatory? This is a difficult question. I think that while individual plots should not be able to ignore the events of the overall setting, at the same time, no one should be forces to roleplay out something they don't want to roleplay. For instance, say a huge war breaks out and ships are called to defend an area in a fleet battle. If a [[..:​game_master]] would rather continue peaceful exploration,​ try to accommodate him rather than put him somewhere he's uncomfortable. Maybe his ship gets special orders to find suitable sites for placing monitoring stations on the enemy border, or to secure peace with an alien race that possesses much-needed trade resources that would help in the war or the battle. Hopefully GMs avoiding your meta-plot will be minimal; if a large number do, maybe you should reconsider the meta-plot or their plot ship's mission.
  
 ==== Recruiting and Retention ==== ==== Recruiting and Retention ====
guide/old_articles/practical_fleet_management_for_multi-plot_communities.txt · Last modified: 2017/12/02 11:05 by wes