Your plot team and you.
Posted: Wed May 01, 2013 9:47 am
Korrigan (sorry I dont know your out of game name) brought up a good point about npc's. While having more players would likely increase the amount of npc's it could just make our plot team more outnumbered. There are several solutions to this that I've seen work to varying degrees of success.
#1- Permanent npc position (s)- Kinda like a junior plot member. These people agree to npc for the majority of the year, maybe 3 or 4 events. In return these players usually get to draw from grab bag every couple events.
#2- Implement a pc/npc ratio- Players get a positive point whenever the npc and a negative point whenever they pc (usually -1 per day to pc and +1.5 per day to npc or so). Players typically start with a positive ratio like 2 or 3 so they can get a few games under there belt before they have to npc. Implement negative effects for having a ratio less than 0. This is my least favorite as it involves negative ig consequences for oog reasons.
#3 4 hour npc shifts. Players can elect to take shifts. This is especially usefull if the pc to npc ratio is extremely high. Players would obviously get any award/nicholson points or whatever that are available.
Having been the member of a small plot team with a fairly large pc base I know how hard it can be. Bottom line is the players should be willing to give back a little bit of time given the immense ammount of enjoyment that we get out of the game.
#1- Permanent npc position (s)- Kinda like a junior plot member. These people agree to npc for the majority of the year, maybe 3 or 4 events. In return these players usually get to draw from grab bag every couple events.
#2- Implement a pc/npc ratio- Players get a positive point whenever the npc and a negative point whenever they pc (usually -1 per day to pc and +1.5 per day to npc or so). Players typically start with a positive ratio like 2 or 3 so they can get a few games under there belt before they have to npc. Implement negative effects for having a ratio less than 0. This is my least favorite as it involves negative ig consequences for oog reasons.
#3 4 hour npc shifts. Players can elect to take shifts. This is especially usefull if the pc to npc ratio is extremely high. Players would obviously get any award/nicholson points or whatever that are available.
Having been the member of a small plot team with a fairly large pc base I know how hard it can be. Bottom line is the players should be willing to give back a little bit of time given the immense ammount of enjoyment that we get out of the game.