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Evaluation: "Time Out" Protocol Posted: 22 Aug 2005 11:40 PM |
Well, as all who were present at today's Shadows on the Soul event will know, we trialled a totally new "time out" protocol today.
For those not in the know, at one stage in the event, a timestop vfx was used to signal a "time out" where no PCs were to take any actions or type any text (unless they were designated PC actors who had been assigned to act out an pre-rehearsed cutscene). A second timestop signalled the end of the "time out".
This was later used in a sort of PNP way to streamline the journey back to Brandibuck. In PNP the DM can just say "You have an uneventful journey back", but in NWN you usually have to waste a lot of time travelling through areas. Hence, we used the "time out" again to stop people from running off so we could coordinate jumping them to where they needed to be with a brief text explanation of an uneventful journey.
This was a closed event for precisely this reason: all those attending were briefed beforehand via PM and via an OOC briefing and demonstration in the OOC Lounge to ensure that things would run smoothly and there would be no confusion or excessive OOC chatter.
The feedback from people on IRC about the "time out" protocol has been passed on to me, but I thought I might as well start up a thread here so that the others can tell us what they thought. Did it work? Did it make things more streamlined and add to the event? Were the PMs sent beforehand sufficient or were they unnecessary? Was the OOC briefing and demonstration a good idea/bad idea?
Please stay on topic here. This was something totally new and experimental which I'm looking to use in the future, but I'd like feedback on it first. So only comment on the communication beforehand, the OOC briefing, the cutscene, and the effectiveness (or lack thereof) of the "time out".
Comments or questions about anything related (such as feedback on the story itself, or about the DMs and PCs involved, or questions about what the heck I'm talking about) should be posted on a separate thread. Thanks. |
The subculture of my dreams Is waiting for me to fall asleep. I know you're scared—you should be. I know you're scared. |
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Re: Evaluation: "Time Out" Protocol Posted: 23 Aug 2005 04:35 AM |
I think the "time out" worked well and could be used to make events more oraganised. I think it has many uses ((Ie a time out if a Pc or Dm crashes)) and should be instituted in future events. I also loved the pre-rehearsed "cutscene" It was cool and added more depth to the event. Also the "unevenful return" port was helpfull and can be useful in those times when a event goes longer then planned. In all i loved it and think it should be used in the future.
Signed Conn. |
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Re: Evaluation: "Time Out" Protocol Posted: 23 Aug 2005 08:53 AM |
Personally, I thoroughly enjoyed the event last night. With the time-stop 'cutscenes' - I thought the first one worked in Brandibuck worked very well. I think it was necessary in this case - however, I think care should be taken about using such things in future, as it makes the plot considerably more linear, by not allowing character interaction. But yes, in this case, it worked very well.
The second one, 'skipping' the journey....I dunno, personally I've never liked this. I don't like it in PnP games either, simply because it kills any suspense that might be around. Norran was well aware of the dangers of the Bloodwood at night, having met a couple of hounds prior to that, so he wasn't looking forward to the return journey. Kinda like your character's thinking, "Oh no, we've got to get out of this awful place, who knows what unseen dangers might be around the corner?" - then two seconds later the DM says, "The journey was uneventful and you're back at the village." A big let-down, for me. I appreciate it can be handy when it comes to long journeys, and time-saving, but still. It's just personal preference, I think.
As I said though, I thoroughly enjoyed participating in what is an excellent storyline. Thanks to all involved. |
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