Liquid Time?
Oct 20, 2015 17:31:40 GMT -5
Post by Deleted on Oct 20, 2015 17:31:40 GMT -5
I just wanted to make a proposition, and was about to shoot Cascade a PM when I noticed this board. So I'll be posting my suggestion here.
What I was wanted to say is, I don't particularly understand the benefits of not employing liquid time. From what I can see of the board, there are a lot of people that are on almost all the time (hence their tendency to post a lot in the Games forum x3), but not a lot of activity in the actual role-playing sections. When I joined, I asked if anyone was interested in role-playing, but everyone said their characters were stuck in threads already.
Not only is that a problem, but I made an open thread, waited around for several weeks, and eventually got a reply from someone, "Player A". When I finally replied back to them, it was usually long after they had posted. Player A went on to post in "Player B's" plot idea thread that they were interested in their character participating, but were unfortunately tied up. So with my laziness, I not only hurt myself, but managed to hurt two other players in the process. If liquid time had been employed, those two could have skipped off happily into the sunset plotting away, no matter how the thread between me and Player A ended up turning out.
Here's another (now hypothetical) scenario where liquid time would have made things much easier: Player One is in a thread with Player Two. Player One has just replied to Player Two, when suddenly, a major plot starts! Player One's pack is being attacked by another pack! Player One has two choices: tell Player Two to give up on the thread and all the work they put into it, or hurriedly try to finish it. Of course, Player Two could go AWOL, and leave Player One stuck with a dead thread for two weeks. By the time he's finally free of the thread, the plot might be already wrapping up, with Player One's pack finally driving away the rival pack or whatever the case is.
This could also prove annoying if you are trying to organize any kind of plot, and everyone's characters are all tied up. You have to wait until everyone's free again, and by then, that plot might no longer interest you or be relevant.
If we were to see liquid time on the board, I think there might be a lot more activity. Without having to pick and choose which threads to participate in, more plots can be arranged and carried out. If a thread dies, no biggie; you're currently in three other threads that you're having a lot of fun with! That increase in activity and freedom will look appealing to guests, who might be interested in joining in. Those packs who have been sitting around in a frozen state will start having things happen again, and more packs can rise up!
Of course, there are some perceived problems that come with liquid time. People might become more flaky and just leave half-finished threads sitting around. Playing your character in several different times in several different places at once can lead to inconsistencies and confusion.
However, I think the pros far outweigh the cons.
If you disagree, I would be eager to hear feedback.
What I was wanted to say is, I don't particularly understand the benefits of not employing liquid time. From what I can see of the board, there are a lot of people that are on almost all the time (hence their tendency to post a lot in the Games forum x3), but not a lot of activity in the actual role-playing sections. When I joined, I asked if anyone was interested in role-playing, but everyone said their characters were stuck in threads already.
Not only is that a problem, but I made an open thread, waited around for several weeks, and eventually got a reply from someone, "Player A". When I finally replied back to them, it was usually long after they had posted. Player A went on to post in "Player B's" plot idea thread that they were interested in their character participating, but were unfortunately tied up. So with my laziness, I not only hurt myself, but managed to hurt two other players in the process. If liquid time had been employed, those two could have skipped off happily into the sunset plotting away, no matter how the thread between me and Player A ended up turning out.
Here's another (now hypothetical) scenario where liquid time would have made things much easier: Player One is in a thread with Player Two. Player One has just replied to Player Two, when suddenly, a major plot starts! Player One's pack is being attacked by another pack! Player One has two choices: tell Player Two to give up on the thread and all the work they put into it, or hurriedly try to finish it. Of course, Player Two could go AWOL, and leave Player One stuck with a dead thread for two weeks. By the time he's finally free of the thread, the plot might be already wrapping up, with Player One's pack finally driving away the rival pack or whatever the case is.
This could also prove annoying if you are trying to organize any kind of plot, and everyone's characters are all tied up. You have to wait until everyone's free again, and by then, that plot might no longer interest you or be relevant.
If we were to see liquid time on the board, I think there might be a lot more activity. Without having to pick and choose which threads to participate in, more plots can be arranged and carried out. If a thread dies, no biggie; you're currently in three other threads that you're having a lot of fun with! That increase in activity and freedom will look appealing to guests, who might be interested in joining in. Those packs who have been sitting around in a frozen state will start having things happen again, and more packs can rise up!
Of course, there are some perceived problems that come with liquid time. People might become more flaky and just leave half-finished threads sitting around. Playing your character in several different times in several different places at once can lead to inconsistencies and confusion.
However, I think the pros far outweigh the cons.
If you disagree, I would be eager to hear feedback.