the state of things

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Rebecca Palmer

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Oct 16, 2013, 10:31:52 AM10/16/13
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Good morning valiant EoF team,

I'm going to share some thoughts. They're mine and only mine, and you can feel free to ignore them. 

I think we can all agree that something's broken here. We're stagnating, the magnitude of our plots have overwhelmed us, we've talked every minute detail of the game [from the allowable contents of the rooms to the politics of pretend politics] utterly to death, and we're exhausted. And I think that's probably to be expected in a game where a handful of mods are essentially trying to write and direct a sci-fi blockbuster every two months and all there is to do in between is spar or throw parties.  

Honestly, I had reached a point where I was almost ready to bow out gracefully [officially, anyway, having pretty much quit by omission if I'm being totally honest], but the emails that have being going out over the last week or so make me hopeful; if there's interest, and I think there is, we should make an effort to keep playing together!

But for me, the space station is done. I think we need a massive scene change; a palate cleanser, at least a break from the two years of history, and nothing that we feel the need to regulate so heavily that it becomes a chore. I'm advocating for almost no moderating here, and while I know it's probably not fair to just throw that idea into the ring, the job is too big, you're all busy people, and it makes things go slowly or not at all. I'm in no way trying to undermine all the hard work you mods do -I could never handle it myself. But I think it wrings the joy out of being in this game for you, and I'd rather get to play with you! 

My thought is a game-wide reboot. Partly a fast-forward to the end of the OG plot, where survivors end up on a spaceship and partly a re-imagining of the game's premise. Basically everyone we want to keep playing wakes up on the spaceship, and while they don't have a perfect memory, they wake up as if it is any other day on the spaceship they man, and have manned for the last 5 years. This isn't a '5 years in the future' of our current plot, it's a shared illusion, as though the station's parting gift was a vague sense of a real life on this ship, including a serene comfort with the present that tends to avoid questions or reflections on the past. Memory can trickle down as we play, for character development and plot purposes -
or not, depending on what you want and find interesting. 

Keep the relationships you love from EoF, reset them for fun, and lose the ones you're not having fun with anymore. Bring in only who you really want to keep playing, the characters you wish you were tagging with right now. If we end up with 15 engineers and 3 captains, I'm so OK with that

I think some really basic preliminary discussion would be a good idea, but I'm not down for a 50 email pitched battle over details that could make sense either way. If you want to chat me or email me privately with questions/comments/rude hand gestures, I'm also completely fine with that. 

<3
Becky

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B. Palmer
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Morag Hannah

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Oct 16, 2013, 10:36:20 AM10/16/13
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I dunno how I feel about the shared delusion idea as I think it will contrary to the personality of some characters and undermine their pointfulness a little, but aside from that a fresh start sounds great to me.

Morag Hannah

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Oct 16, 2013, 10:38:22 AM10/16/13
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(Oh, and this is not to say I'm not up for the idea of some other way to get rid of any old interpersonal plot we don't like - I just think I might prefer if we found another way of doing it.)

Erin H.

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Oct 16, 2013, 10:38:10 AM10/16/13
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Yeah, a fresh start would definitely shake things up and hopefully take a lot of the pressure off the mods and allow them time to enjoy playing! I'd rather just brute-skip things forward X amount of time and agree between us OOC how things went down/what has changed between our characters, but overall this sounds good to me!


On Wed, Oct 16, 2013 at 3:36 PM, Morag Hannah <morag....@gmail.com> wrote:

Morag Hannah

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Oct 16, 2013, 10:39:55 AM10/16/13
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The 'skip forward' idea is in some ways what I was thinking with my suggestion in Erin's post, although I'd figured we could play out whatever we fancied of that - mainly because I got the impression some of the OG folk really wanted to do stuff with their character before killing them off (I personally do not care).

Tal

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Oct 16, 2013, 10:42:45 AM10/16/13
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Details aside, I agree with the concern that the plots are a little too big for us to handle and therefore, we collectively stagnate. I've loved what we've done, but I would love to continue. And tag, as I said. I like tagging. :) And that's a little slow. There are big plans, but the actual threading does not benefit.
 
I'd be game for a reshape, or something similar.

2013/10/16 Morag Hannah <morag....@gmail.com>

Lindsay

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Oct 16, 2013, 10:49:31 AM10/16/13
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I have definitely been suffering from the exact same feels, Becky. I have to say that my first reaction to the idea was that I had no idea how I could work with something so utterly freeform, but I think as a contrast to the hyper-planning of the last year, it sounds... pretty awesome. I think there's a lot of possibility to be had in a fresh start and I personally like the idea of getting to reboot, with eventual memory recall for my characters-- some more than others. xD

I think the idea of people fully entrenched in regular lives with a sense of purpose would be sort of a balm to the 'sci-fi-horror grab bag' that's been ruling the day (initially guided by sci-fi-horror-grab-bag-loving hand) lately and I'd be very much into making it happen. Thanks for putting this out there.
--
"Now and then we had a hope that if we lived and were good, God would permit us to be pirates." -- Mark Twain

Lindsay

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Oct 16, 2013, 10:50:45 AM10/16/13
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*initially guided by MY sci-fi-horror-grab-bag-loving hand. /explainabrag

Danielle Wooding

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Oct 16, 2013, 10:55:39 AM10/16/13
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I don't have a lot to say other than that if this ends up being the consensus, I'm completely on board...so to speak.

playing > planning

Amanda Soehnlen

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Oct 16, 2013, 10:59:12 AM10/16/13
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I'm 100% on board. My vote is that I'm pro the plot sort of thing becky laid out, because, when it comes down to it, you can 100% take it or leave it. I would rather not have to fill in the last 5 years and have to come through some sort of consensus and laying out that time, because I feel like that just drags us back into problem zone where we talk things to death, although I will 100% go with the group consensus.

rin gordon

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Oct 16, 2013, 11:15:00 AM10/16/13
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Short version: I think this is brilliant. I love the idea of discomfiting trickles of memory and shared delusion. I think we've been treading water long enough the last month or two that any additional OG/NG character work you had been wanting to do prior to the transition could absolutely be retconned in and wrapped up pre-memory loss.
 
I love this also, because I have been looking for a way to exit. I don't mean to hijack (sorry, Becky!), but in January I give birth to a second human, and at that point, I will be either on super-long hiatus, or done completely. I haven't been participating recently because I am just a soggy pile of exhaustion when I get home at the end of the day, and even after the comedy toddler goes to bed, all I have the energy for is fusing myself to the couch. I love this game, and I am very sad to leave it, but I just can't give it what you all deserve from me. Here is what I have tentatively thrown together for exit strategies:
 
Lwaxana: will have been murdered (?) by an OG. Abed was living with her in her shuttle when Hannibal got him, so if anyone wants to take credit for offing her as well, I am game. This can have happened any time, and we can play it however you like. If no one wants to have offed the mind reader who could potentially spoil the takeover plot, I will just have her have disappeared as usual.
 
Jack: temporary character anyway. I'd like to leave the door open for his (and my) eventual return, so if we do the flash forward, let's say the station strands him on the station when everyone else goes to the ship! Maybe someday it will auto-dock and he'll beam into the universe and meet back up with his regularly scheduled timeline.
 
Olivia: Needs an actual exit. I am really quite sad to give her up, but since I don't have the wherewithal to be tagging anymore, I would at least like to get her gracefully settled before I disappear.
 
So, TL;DR is: I think this is a fantastic sci-fi plot that has the potential to totally energize the situation. I will use it to my advantage. And if we don't do this, I will simply amend my exits.
 
<3

Erin H.

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Oct 16, 2013, 11:32:49 AM10/16/13
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Congrats, Rin, though it will be sad to see you go! 

Fan'

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Oct 16, 2013, 12:27:37 PM10/16/13
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Klaus could absolutely have killed Lwaxana to align himself with the OG, Rin! (And congratulations! :D Although I'm super sad to see you go. But it's for an awesome reason, at least.)

How do you want Olivia to go? Settle down on a world somewhere? Get killed off?

I'm... not sure who of my characters is going to go, or stay, if we go ahead with this (and since everybody so far seems on board, I'd say chances are we are), but I shall think on it!

Tal

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Oct 16, 2013, 12:29:26 PM10/16/13
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If all else fails; here is Hannibal for all your murderous needs. ;) And congratulations!


2013/10/16 Fan' <smartsb...@gmail.com>

Morag Hannah

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Oct 16, 2013, 1:05:32 PM10/16/13
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I do think that if we did go ahead, speaking as the player of one of the younger characters, I think five years is an awfully long time - nothing to the likes of Regina, but for Santana that's a LOT. Maybe a shorter period? People can adjust pretty quickly. And I mean, don't know how literally we're taking the five years thought, not making any assumptions, just putting the caution out there now rather than later.

Lindsay

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Oct 16, 2013, 1:10:52 PM10/16/13
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That seems to make sense to me, that is a really long time for a teen. Why don't we say 2 years, but the collective illusion *feels* like they've been there for longer? What do you think of that, Beck, et al? I think a feeling of establishment and routine is important but I also think people should be able to pick up at about the same 'mental age' their characters were in before the reboot, 'cause that's a lot of handwaving of the character development variety that I might not want to do, personally speaking. I mean, if I bring Molly over, 5 years puts her at.... yep, SIXTEEN, so, no thank you, nightmares forever.

Danielle Wooding

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Oct 16, 2013, 1:11:01 PM10/16/13
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That's a good point, but I think as proposed, the 'shared illusion' of manning the spaceship for 5 years doesn't need to be a literal 5 years necessarily. It could be a much shorter period of time while still maintaining the feeling of having been on the ship together for a longer one. As Becky said 'This isn't a '5 years in the future' of our current plot, it's a shared illusion'.

The fuzzier we keep the details I think the better off we'll be.


On Wed, Oct 16, 2013 at 1:05 PM, Morag Hannah <morag....@gmail.com> wrote:

Lindsay

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Oct 16, 2013, 1:16:35 PM10/16/13
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No, I agree it's not reality, but regardless, Santana believing she's in her late twenties means skipping a bunch of growing up stuff Morag might like to play out. Same with me and Molly... if Molly's mindframe is having lived 5 years with these people she believes she's sixteen regardless. Unless... rofl okay confused.

They will have been ACTUALLY on the station for however long-- 6 months, 2 years, whatever-- but potentially believe they've been there much longer (say 5 years), so rather than age them up, we simply say that Molly must have arrived on the ship when she was 6.

...does that make sense? I'm sorry if it doesn't, I haven't had any coffee yet today and that's terrible.

rin gordon

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Oct 16, 2013, 1:23:12 PM10/16/13
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I think, too, that if the "5 years" doesn't hold up under intense scrutiny, that makes for some really interesting RP opportunities. Like, they accept the idea that Molly has been here since she was 6, but if anyone really thinks about it, they can't actually picture that, so mostly they avoid thinking about it.

Danielle Wooding

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Oct 16, 2013, 1:34:20 PM10/16/13
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I like that. I'm more of a fan of the station having screwed with their perceptions of time than actually having people aged or retconning how old they were. Maybe that's what you meant Linds?

In my perfect world they would never really be sure how long they've been there and chasing the answer would not yield a result.

I mean for all they know it really could be 5 years later in reality and according to logs, but they could have all been in stasis, the station just provided them with vague memories to fill the gap which would be as real to them as if they'd experienced them.

The point is that they wouldn't know and the puzzle will drive the Sherlocks crazy. :)

Lindsay

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Oct 16, 2013, 1:37:18 PM10/16/13
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Agree! I dig this.

Morag Hannah

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Oct 16, 2013, 1:38:22 PM10/16/13
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Alternatively, given it's a situation where the truth is different from the perception anyway, we do something like this:

1. NG/OG debacle and escape
2. The station's parting shot: The Delusion - of contentment with the situation of approaching the world anew as the crew of a rather odd space exploration and of a lack of anxiety about what went before - not a loss of memory so much as a removal of the intensity and anxiety attached to it.
3. Fast forward a genuine few months - say six or so, no great amount of time - in which not a lot happens - the benign force that overcame everybody meant that there wasn't a lot of exciting stuff going on, though we can decide how some people got on
4. Re-enter play. People can decide for themselves how content or otherwise they are, and how much stuff has crept back for them, but there's an assumption that, Big Personal Plot aside (which obvs people can still have if they want it), a sort of equilibrium has been found. We agree on a handful of places they've been and things they've done so that there are a few easy memories to talk about to help kickstart our re-entry but beyond that, things sort of pick up largely where they left off interpersonally, only stuff is less immediate. It would ALSO mean no power struggles or what-have-you and hopefully lay that stuff to rest.

The problem with this - with any aspect of this: more immediate interpersonal stuff that people are enjoying. This may literally just be my feels about the background murmuring with Santana and Pam, which is about the only thing I've kept up, albeit super slowly, the past few weeks/months. But I may not be the only one. We could all talk to our writing partners in such plots and decide what we want to do there - those plots would need changed but not necessarily _dumped_ - they could've been back-burnered and now be slowly returning.

Second issue - Does this totally hamstring some characters? Some of you guys may feel that your character is predicated on several things that could conflict with this: an intense and perpetual desire to learn and discover, say, or a character who's premise is that they're perpetually discontent and searching? This is an issue that we run into where what we've basically done is dumped a bunch of 'lead' characters into an ensemble - or characters who fill identical roles in separate shows (and I don't only mean the Sherlocks!). It makes it difficult to parse all this. How do people feel about it?

A final thought: I personally see the move to the spaceship as an excellent opportunity to destroy the cortex media completely. I know that people like playing with some stuff but honestly I think we could have plenty to read and hologram...ise with just history, fact. Thoughts on dumping all fictional media from the ship's database forever?

Morag Hannah

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Oct 16, 2013, 1:39:18 PM10/16/13
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(sorry, typed all this while the other emails came in - not trying to pooh-pooh any of their contents, I don't think there's much incompatibility with our spitballing here.)

Morag Hannah

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Oct 16, 2013, 1:42:32 PM10/16/13
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("Thoughts on dumping all fictional media from the ship's database forever?"

I realise this creates the issue of picking a 'prime' universe that is the 'real' history... I guess that's an issue... thoughts on ways around that?)

Lindsay

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Oct 16, 2013, 2:02:43 PM10/16/13
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I am totally on board with dumping all fictional media in the game. Re: your second issue, I think that's why it's important to have individual muns regulate the length of the amnesia. If people feel like their characters who have a burning need to get to the bottom of it, and that that part of their brain might be strong enough to fight off the delusion faster than others, people should totally go for it. We could look at the beginning of this new phase as the part in the story just before things start to get shaken up.

On the other hand, if you love the idea of playing out a little bland ignorance and content because you have a cast that never stops with the angst, you can keep them in the dark longer. It'll create weirdness between characters as memories resurface and force fun conversations.

I also believe we should get rid of the replicators. Our characters should have to explore and work to get resources. That's probably my biggest sticking point for this new venture. 

Annnd I admit I am useless re: interpersonal stuff, i.e. issues that crop up if people feel like a memory wipe/reset will set back/negate work they've done. Of course I love the relationships I've built with your characters, but I'm kinda looking forward to this new setting and talking w/ you all one on one to see how the relationships translate. I'm excited about the idea of crafting this AU delusion as we play.

Which is not to say that if people still aren't excited/totally on board with this because it necessitates letting certain storylines go that we should just shrug it off, just that I have no real ideas for fixing that/making room for it besides a slow-drip memory return on the horizon. :/

Lindsay

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Oct 16, 2013, 2:34:44 PM10/16/13
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Also I wouldn't hate reworking the nanite concept. >_>

Morag Hannah

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Oct 16, 2013, 2:36:29 PM10/16/13
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Reworking how? I think the rough equalisation of people's abilities to a playable level is pretty important to the plot and to character dynamics...

Rebecca Palmer

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Oct 16, 2013, 2:38:29 PM10/16/13
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Hey!  Wow, I'm so pleased at the positive reaction to my wild idea! Seriously, it's great to hear. 

I am 100% in agreement that 5 years is too lengthy a time frame -I wanted it to be nebulous and unsure, and said that mostly to convey there not being a sense of them just having arrived in the situation, you know? Like it was old habit by now. 

I am also all for stripping down the tech, both the media and food/resource kinds. I think it will lead us away from shallow character exploration in the form of OMG I'M ON TV?! Cause I think we've covered it. 

On the subject of character integration I'm personally looking forward to the challenges and think the freeform nature of the Illusion[Michael]/Delusion can only help the multiplied characters -it's a spaceship, so it makes as much sense to have a Medical Team, a Security Team, and a Science Team of Sherlocks and Spocks and Laurens [oh my!]. 

I'm really open to how this best makes sense to everyone, I just don't want us to get bogged down in whether or not all of our interpretations match on a sub-atomic level. Because that level of scrutiny will absolutely kill any momentum. 


On Wed, Oct 16, 2013 at 2:02 PM, Lindsay <too...@gmail.com> wrote:

Rebecca Palmer

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Oct 16, 2013, 2:48:31 PM10/16/13
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Re: nanites, I think without the evil A-I/station powers-that-be actively in charge, there's really no reason to keep them, in my opinion. With everyone in conscious control of their powers [sorry Hulk, love ya Bub], I really don't see it presenting a impediment to anyone's playing.  I can't imagine people going cuh-ray-zee & playing god with them. Esp since the illusion itself encourages them all to act as a crew and not screw each other over. 

Morag Hannah

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Oct 16, 2013, 3:07:28 PM10/16/13
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Sure, and if people are all in agreement their characters would at least temporarily have been a bit benign in temperament, we could OOC agree what a decent division of labour would be, free of IC ego, which might be a nice place to start where people (norms in particular) have had a chance to show their strengths - it could then all unravel of course once the game started back up.

I'm personally probably not comfortable with the complete removal of the nanites, though. The power levels involved are just too diverse, whatever the present desire to work together. Could perhaps make them work differently now, though - perhaps an unhackable atmospheric condition rather than in the blood, so that then on longer missions the supers would gradually return to full power? Though they'd need to keep finding reasons they want to return to the ship then but eh, that shouldn't be too hard?

Amanda Soehnlen

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Oct 16, 2013, 3:12:49 PM10/16/13
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Okay, so run down:

A: game wide reboot, keep who you want, chunk who you don't, Lwaxana's dead, Jack's on the station, something Olivia, rin's having a baby yay!
B: The OG plot thing went down, some time has passed (small amount).
C: Everyone wakes up and thinks Some Time has passed, and how much time and what happened during that time is up to the player
D: But the characters are cool with being on a spaceship, and this is their life now and is totally normal! Yay! We'll briefly discuss ooc what people's roles are, but it's whatever the mun wants. If we have wildly imbalanced crews, it's the illusion, and the characters will sort themselves out even if we start with 15 engineers and 2 captains and no navigator.
E: Something's up with the nanites. TBD. No replicators. No magical closets full of everything.
F: No cortex, no back history - what do people just think about information being what is encyclopedic science (like, how molecules go together for the sciencey folks), and all history just starts a fixed point ago re: ship logs? Like, say, 10 years?


Did I miss anything? Am I super wrong about anything?

-A

Erin H.

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Oct 16, 2013, 3:13:05 PM10/16/13
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Maybe nanites that limit powers on the ship (controlled by some ~*~field~*~ emitted by the engine or whatever) but that don't have effect off of it? 

Morag Hannah

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Oct 16, 2013, 3:14:46 PM10/16/13
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Erin just had a good idea - in terms of history, if they visit a world they could obviously collect _that world's_ history, up to a point, so they would start to gather some knowledge, but it would necessarily limited by what they could carry and their ability to synthesise the data.

Amanda Soehnlen

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Oct 16, 2013, 3:17:23 PM10/16/13
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so re: the nanites - what's the issue with just getting rid of them again? I know you said you're not comfortable with it, Morag - why? Just because trying to figure out what to do instead needs that info to be effective.

Lindsay

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Oct 16, 2013, 3:20:09 PM10/16/13
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I don't think that's a bad compromise, though I still don't really see an issue with no nanites, as someone who is split evenly between powered characters and non powered characters. Power levels are diverse, but I think as long as we acknowledge that in-character actions need to equal in-character consequences, and that if anyone is working on a storyline that will seriously alter/hamper/whatever the premise for the game-at-large, they will run it by the group before taking it on, we should be fine. I guess I feel like measuring/regulating power levels is more important in a game where there's a lot of fighting, or a focus on combat, and while there was certainly plenty of that in the evil AI-run, constantly-under-seige station, I don't really see it being anywhere near as big an issue on a ship they're manning together.

Or maybe we can figure out a system/glitch where it's up to the individual. I know some people enjoy the challenge of having their characters learn to do without. But honestly, I've done that for awhile in this game and others, and I like the idea of characters keeping their natural abilities now that the station doesn't have them under its thumb anymore, being able to explore my characters' relationships to their abilities, and not having the constant IC, practically handwaved and very tired old angst of 'my powers, I miss them'.

Morag Hannah

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Oct 16, 2013, 3:21:43 PM10/16/13
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I just think the power levels involved will be too disparate and render the 'norms' essentially useless liabilities. Right now they can hold their own - the supers are stronger or have special powers, but not to a ridiculous degree. I'd want to see some of that retained. Right now, the physical humans would become immediately liabilities rather than helpful people unless they were truly remarkable people, and the same applies if a mentally remarkable super turned up, for all there aren't really right now (except maybe Charles sort of).

Plus some of the power levels of some characters are completely ridiculous and I'm just not interested in playing with them. Erin has a potential suggestion that is also sort of cool though.


Erin H.

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Oct 16, 2013, 3:22:00 PM10/16/13
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OR what about giving the non-powered PCs the chance to gain powers (through more handwaviness, or we could do it in a docking plot or something) if the player chooses? That way people can all be on a level playing field OR keep their characters normal and wee, new fun powers to play with? 

Maria Campbell

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Oct 16, 2013, 3:23:50 PM10/16/13
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Sorry I know I've been quiet (see aforementioned comments about life being a hot mess) but I do think that'd be fun and I know there's a lot of threads that would be really great in terms of characters who aren't generally social (Like Rat) being forced to look to others for training.

Morag Hannah

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Oct 16, 2013, 3:27:59 PM10/16/13
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(for the record I can think of about a bazillion awesome and plotty ways this could happen/work, and some that accommodate potential newbies too)

Amanda Soehnlen

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Oct 16, 2013, 3:34:28 PM10/16/13
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I'll be honest, the thought of having powers be hampered only on board is something I don't find fun, because again, we'll run into the why the hell wouldn't all the powered people just stay on whatever planet that also has spacetravel, and just take a different ship into space. 

That's not saying that I don't think that the Very Extreme Powers (alpha or higher level, if we're talking comic books) shouldn't be dialed back somewhat, but I think it needs to be across the board all the time, and mostly that hampering should be gone (again, with the exceptions of the extremely powered, my character is a superhero of the nth power and has no drawbacks) sort of thing. 

What about doing something that instead of depowering them by x amount, instead it just makes it so that if the power is more that x level (aka, what we all agree is too extreme), the powers just... fail? Like, if the hulk would go pick up a building, his powers would just fail? It could just be the like, low-power affect of the nanites, away from their home base.


On Wed, Oct 16, 2013 at 3:22 PM, Erin H. <eha...@gmail.com> wrote:

Morag Hannah

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Oct 16, 2013, 3:37:02 PM10/16/13
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So you're suggesting that we essentially keep a power-dampening effect, but it would now only apply to people with a very high power level? I could go with that - particularly in combination with Erin's idea.

Amanda Soehnlen

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Oct 16, 2013, 3:38:20 PM10/16/13
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I was thinking it would only apply to people who are currently using very very high power level... powers. like, the hulk, when mad enough, can pick up a planet. It wouldn't affect him if he picked up an elephant, but if he picked up a tectonic plate, no go. Thoughts?

Rebecca Palmer

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Oct 16, 2013, 3:39:28 PM10/16/13
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OK. I think we've done the middle road of dampened powers for two years and I for one would like a break from the convention.  I think we should try no restrictions and see if anything explodes or people find life to be not worth living.  If either of those things happened of course I'd be willing to readdress. 

I want to have fun and not be worried about whether things are 100% equal, because there's literally no reason they should be. People with and without powers should have the chance to explore that dynamic, as they do in every canon where people have powers. 


Morag Hannah

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Oct 16, 2013, 3:41:14 PM10/16/13
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We may have a different idea of what would constitute a game-breaking power level. I would for example consider Klaus at full power to be over-powered for the balance of the game, particularly given he's self-confessedly malevolent and likely to abuse them - and why wouldn't he? Same goes for any number of other potential characters in the future.

Becky's point regarding 'every canon' is taken, except that canons in books and shows are written by one person telling a story, not a bunch of people all playing those characters.

Maria Campbell

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Oct 16, 2013, 3:41:27 PM10/16/13
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In general, I think rather than a hard and fast in-game rule, it should just be up to mun-discretion how much to limit the power. I think we're all fairly reasonable people who can stop and go "Is using my pup's full power going to ruin the game for other people?" And IG it can just be some kind of wibbly wobbly dampy wampy thing.

Also as much frustration as it would cause for the pups, I also agree with Becky. I  think it would be very interesting to play out all hell breaking loose.

Cerie G

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Oct 16, 2013, 3:43:52 PM10/16/13
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Well as someone with four unpowered people I'm cool with unchecked powers. There's stories to be told by Muggles too. See Clint in his home canon. 

Amanda Soehnlen

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Oct 16, 2013, 3:44:16 PM10/16/13
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Well, there's also the social construct of responsibility. Klaus at full power, if he goes around eating people or compelling them, is going to get him airlocked. As long as IC actions have IC consequences, and nobody says 'omg nobody can do anything to my character' (which I think we're all adult enough to do) I think that's something that we can self-police.

Morag Hannah

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Oct 16, 2013, 3:47:15 PM10/16/13
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Okay. I mean, I think that we're making more IC politics and mess for ourselves and I thought that was what we were trying to get away from, but fair enough.

Amanda Soehnlen

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Oct 16, 2013, 4:06:53 PM10/16/13
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Okay, so run down (redux):

A: game wide reboot, keep who you want, chuck who you don't, Lwaxana's dead, Jack's on the station, something Olivia, rin's having a baby yay!

B: The OG plot thing went down, some time has passed (small amount).

C: Everyone wakes up and thinks Some Time has passed, and how much time and what happened during that time is up to the player

D: But the characters are cool with being on a spaceship, and this is their life now and is totally normal! Yay! We'll briefly discuss ooc what people's roles are, but it's whatever the mun wants. If we have wildly imbalanced crews, it's the illusion, and the characters will sort themselves out even if we start with 15 engineers and 2 captains and no navigator.

E: No nanites. No replicators. No magical closets full of everything.

F: No cortex, no back history - what do people just think about information being what is encyclopedic science (like, how molecules go together for the sciencey folks), and all history just starts a fixed point ago re: ship logs? Like, say, 10 years? Possibly can take files from places they land, if they want/need/have the desire too - I think this sort of thing is just an IC decision, and we're removing a lot of the current rules that say what's possible or not. 

ie, if they want to get more knowledge, then Lauren and sherlock and whomever can say 'we want information, we have to go to______, and we'll get it' and see what people say

Did I miss anything? Am I super wrong about anything? How do we want to structure rollin' this out? one OOC post to just see who is kept or dropped or dead or whatever, and what their character's perceived roll is, and then just... play? See how it goes?

Danielle Wooding

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Oct 16, 2013, 4:07:49 PM10/16/13
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I really just want to echo Ria and Cerie. We need to be able to trust that people with powered characters aren't going to abuse it and go into god-mod mode. I don't really see anyone doing that really, being reasonable people all around. Most of us can probably find reasons for our pups not to go off the deep end. Since Klaus has been used as an example, Caroline is a better dampener for him than the nanites ever were I'd imagine. It's also a small place and at the point in time were talking about, some of these characters will have been together for seven years. Not a lot in vampire time I suppose, but long enough to learn why not being by yourself in a spaceship with no destination and no way home isn't such a great idea. Further, even in canons (marvel, dc, true blood, you name it) where the worlds are chock full of powered people, somehow those people do not overrun and overwhelm the entirety of 'norm' humanity. Why start now? So I'm for ditching the nanites.

I DO like Erin's idea of providing ample opportunities for non-powered characters to get a taste of being powered, but I think it's much more interesting if it's done as a temporary part of event plots rather than with permanence (personal plots aside), the same way a sudden loss of powers for powered characters would be interesting.

If it becomes a problem, that's what plots are for, but for now I'd rather trust all of our players, most of whom have been with us from the beginning of the game, than keep a rule in place that says that we fundamentally do not trust them to be reasonable players with restraint.

Cerie G

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Oct 16, 2013, 4:18:39 PM10/16/13
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I agree, Nelle, I think our group is small enough that it's not going to be an issue. Besides, to use poor Klaus again, it's to his benefit to keep most humans alive - he has to eat and it's easier to do so with a willing donor. 

Unless someone is looking to app Lord Voldemort or something I think most of our powered people fall somewhere on the spectrum below pure concentrated evil. 

Tal

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Oct 16, 2013, 4:20:10 PM10/16/13
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I still love this. And I'm very glad of the summary... :) And I'm still looking at ways to keep my lovely psycho on board. People need a shrink, right ;)


2013/10/16 Cerie G <superxc...@gmail.com>

Erin H.

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Oct 16, 2013, 4:20:44 PM10/16/13
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He's not evil he's just misunderstood. :(

rin gordon

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Oct 16, 2013, 4:27:28 PM10/16/13
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Maybe part of the equilibrium is that someone with powers (Prof. X?) knows of his desire to eat people and is "counseling" him for that? "We know you have this sickness, Hannibal, but we are taking care of you!"

Amanda Soehnlen

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Oct 16, 2013, 4:30:07 PM10/16/13
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there's also people who can make the 'HE'S REFORMED' arguement - like, who on the ship hasn't ruthlessly murdered people? THAT'S RIGHT, ONLY HALF OF YOU. (........ I kid, I kid.)

but seriously tho, pam, klaus, and caroline, you could make the case, are no better than hannibal, so there's no reason not to keep him.

... if he's still eating people frequently, though, that may be more of an issue. XD

Tal

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Oct 16, 2013, 4:31:34 PM10/16/13
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Hahaa. I was joking... I /was/ joking. But I'll put up something separate, lest this becomes a Hannie-centered thing. Which is not the point :D


2013/10/16 Amanda Soehnlen <blackha...@gmail.com>

Cerie G

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Oct 16, 2013, 4:32:34 PM10/16/13
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Hannibal also provides a useful plot device for anyone who might want to do a focused temporary character with a set plot arc too...

I just love Hannibal lol

Tal

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Oct 16, 2013, 4:34:04 PM10/16/13
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He could not quite remember himself... and slowly come to realize it. Something like that. Damn.


2013/10/16 Cerie G <superxc...@gmail.com>

Erin H.

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Oct 16, 2013, 5:02:04 PM10/16/13
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Just wanted to add that there's been some comments on the OOC post I put up relevant perhaps to this discussion, especially what Ali said about being a relatively new arrival to the game: http://thats-no-moon.dreamwidth.org/134015.html#comments

Amanda Soehnlen

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Oct 16, 2013, 5:11:27 PM10/16/13
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Thanks for the heads up - I went ahead and put the summary there, as well - I know that Ali tends not to read the email list, but had somehow forgotten. :)

emily anne

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Oct 16, 2013, 7:15:15 PM10/16/13
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WHEW okay, I'm just home from work and catching up on all of this now.

First of all, thank you SO much Beck for putting this up. I love all of your ideas, I love everything everyone's added to the discussion, and I really love the proposed plan for moving forward. Just a few thoughts / additions of my own.

- Regarding the nanites. It was always in the vague future plans to bring back the nanite cure on a permanent basis, because as I think we've covered, the dampened powers thing can be tiring to keep playing after awhile, and I'll agree with what Linds said on a personal level, that it's hindering rather than helping my characters' development. And I agree with those who've pointed out that we're all reasonable enough to be trusted not to break the game-- Cerie, I like what you said about Muggles having stories to tell, lol. I think especially once we're no longer telling a story about people vs. a space station, unpowered people will have a lot more to do.

- Hannibal must stay. The end. XD

- Regarding moderation. I personally agree that less oversight is better, and basically am comfortable with doing away with the mod team as a presence altogether unless there's an interpersonal issue that needs mediation. We've been talking for awhile as a game about moving toward a collective storytelling format, and moving forward I personally only want to be involved in planning the plots that will affect my characters. Not that I don't love docking plots and stuff, but as Becky sagely pointed out, it's fucking exhausting. :D So, moving forward :
- No more posting requirements unless you've been 100% absent for long enough that we're wondering if you're lying dead in your apartment being eaten by wild dogs
- No more administrata like who has or hasn't got their character's birthday on the wiki (though it would be cool to still USE the wiki, now that Nelle has put all that work into it, lol)
- If you want to do a game-wide plot, post to the OOC with your ideas, we'll discuss amongst ourselves about how it'll go down
- If you want to do a plot (docking or otherwise) with you and a few other characters, figure it out with the muns in question, then post to the OOC with your outline and let us know when it's going to go down

- Regarding the cortex. I love the idea of doing away with fictional media, but I think for prudence's sake we should keep the sort of informational Google function of the cortex, including navigation, because otherwise how will our people find planets and know what sort of resources they have on them, or how will they know what parts they need to fix things that break, etc. Is that what you meant, Amanda, by encyclopedic science? 
- Also will they still be able to get music? I know that sounds like a silly question but it's important to some of my characters, lol. But if you guys think they should have to steal iPods from docking plots I'm down, I'll just make it a priority whenever they dock somewhere. XD

- Are we also getting rid of communicators/texting/email? I'd rather not do that unless people are super against it; if any tech survives from the station to the ship, I'd like it to be that.

- Also just being clear on a couple logistical points-- the ship is still the spire of the station, yes? So the first floor is the Hub, which does have a replicator (though we can say that it no longer works at all) and below that are the quarantine cells, and below that are the shuttles, so our peeps can put people in jail and go planetside if/when they want to do either of those things. Is everyone cool with keeping those aspects of the ship?

- This is really fucking exciting. :} Thank you guys for all being so willing to change things up to keep the game going. I'll admit I've been having massive anxiety about it for the past month or so, and feeling insanely overwhelmed by the thought of trying to fix things, which is part of what's led to me dropping off the face of the earth. I'm so relieved and excited to be working on this again with all of you, and really pumped to dive back into playing, worry-free.

<3

Morag Hannah

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Oct 16, 2013, 7:22:57 PM10/16/13
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Two points before I head to my bed.

- I would say that logically music technically ought to be gone if other creative output is. I would see this as an opportunity for the characters who miss it to (a) find some when they're on the planet as a personal plot priority for them, and start building the library back up, sharing each other's finds and tastes and so on, but also (b) find other ways of enjoying music - speaking as someone with a musical character or two (I can't be the only one?) I actually like this idea. However, if it bothers other people with music-loving characters it's no big deal.

- How about the idea that the replicators still work but are a massive power suck on a ship that needs to refuel? Even if it runs on biofuel ie mashing up basically any organic matter you throw into its 'furnace', this would limit the use of the replicator to emergencies or maybe high priority stuff - which could then be negotiated (meds? blood? booze and cigs? *grin*). Again, I'm not personally bothered, but this sounds to me like a nice 'in' for a wee bit of plot.

- On this basis I wouldn't think there's any reason to get rid of comms?


Morag Hannah

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Oct 16, 2013, 7:23:10 PM10/16/13
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Guess that was three points. G'night.

Fan'

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Oct 16, 2013, 7:34:56 PM10/16/13
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Guyyyyyys way to explode while I derby.

Hmm, all I have at this stage is: yes, obviously, Klaus is proooobably going to be a problem if we go for a full solution. If we do, and he turns out to be problematic instead of playing with others, I'm perfectly happy to work him out of the game in some awesome plotty way! Or in some lame way if I don't have the steam at the time in question. I have absolutely zero interest in playing out a Russel Edgington situation, because that would be as boring for me as it would be frustrating for the lot of you.

Pretty much, whatever you guys decide, I'll figure something out! I... have no brain for more than this right now.

Danielle Wooding

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Oct 16, 2013, 8:19:11 PM10/16/13
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A few more questions in terms of logistics to follow up on what Em and Morag had to say:

-Mods: I'm assuming you'll still be taking care of any applications to the game?

-When new characters come on board, will it be the same as before? Quarantined in pairs?

-Given that it's a spaceship when we're talking docking plots do we mean our traditional beam down to random universe regardless of where the ship is in reality, actually docking the ship at a strange new world in whatever universe they're floating through? A mix of the two? All of the above? I'm down for any of these. If our plots are player led giving lots of options here for plot possibilities seems great to me. I really like the idea of their being physical navigation through the stars, wibbly wobbly timey wimey navigation, and alternate universe jumping as well. Seems like it would create a lot of plot opportunities and also let various character types show off their expertise.

-Regarding the replicators, cortex, and any other technological thing we want to take offline I think one very convenient way to  explain that away without making more trouble for ourselves worrying about fuel and the like (though we can if it suits our needs) is that cut off from the station we're also cut off from the power and main databases that were powering and serving up everything. Extremely plausible oddly enough. As an aside, someone needs to find a warehouse of firefly style protein for those lean times when off ship resources are scarce, lol.

-Wiki - while I agree with Em that we don't need to be regimented in how we use this, I think it will still be a useful resource and that both muns and characters ought to continue having pages. How much or what you put on those pages is up to you.

Danielle Wooding

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Oct 16, 2013, 8:24:49 PM10/16/13
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Personally I have no issues with Klaus or Hannibal or anyone else in this scenario, especially given their 5-year amnesia/cloudy hivemind. My point before really was as long as YOU -- and that means every one of us individually -- can make it work for your character so that it's in their best interest/nature not to go around and kill or compel or whatever everyone else I think you're good to go.

Fan! I'm sorry if I or anyone gave you the idea that Klaus specifically might be a problem! I don't, again because I think we're all reasonable people and good roleplayers, so there's no reason for these things to become problems.


On Wed, Oct 16, 2013 at 7:34 PM, Fan' <smartsb...@gmail.com> wrote:

emily anne

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Oct 16, 2013, 9:32:21 PM10/16/13
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- For now, yes, mods will continue to take care of apps. But I've been thinking about having a sort of rotating app-reading queue, if there are people who'd sign up for sth like that. So let me know via email if you'd be interested in helping out. :)

- I think new characters should just find themselves somewhere on the station. If people *want* to debut in the quarantine cells they can, but the forcefields don't need to be there anymore bc our characters can control them, and the new people could just get up to the Hub via (a previously locked-off) turbolift.

- I think plots will be just whatever we want them to be. We can dock on a random world that we make up, we can dock in a fictional canon, whatever. It'd be up to us to decide where we want our characters to go-- in essence everything would be a limited docking plot, where a group of people could say "hey we're sending our characters to x universe" and if another group wanted to go, they could. 
   I'm imagining we're going to be very fuzzy on how the ship is navigating around its universe, lol, but I think it'd be pretty easy to say that even the computer governing the ship is wonky sometimes and either just takes them to worlds without them plotting in a course, or they plot in a course and ~~SURPRISE! It happens to be the Earth containing the True Blood canon, or whatever. The ship's ability to dock at various worlds will no longer have any wider meaning (as the docking plots were originally supposed to be sort of fetch-and-carry missions from the AI trying to collect bits of different worlds) so I think we can be fuzzy about how and why the ship ends up in different places. 
   What do you guys think, any other ideas about beam-down-to-a-planet type plots?

- Regarding replicators, I think it's going to be easy to wave that away as part of the amnesia fuzziness, like "I don't really think too hard about it, but I know I have to go to the actual kitchen to get food" sort of mindset.

Amanda Soehnlen

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Oct 16, 2013, 9:34:15 PM10/16/13
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spaceship? Not station, right? (So no hub.)

Lindsay

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Oct 16, 2013, 9:36:58 PM10/16/13
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I like the idea of much of the navigation being deliberate, researched decisions to go to one planet or another. I also really enjoy the idea of them struggling to get by, and having to take on jobs in a Firefly-esque manner that would require people to utilize various skills. We can encourage temp applications from within and without the game for this purpose; people to fill "Badger" roles, etc. We can also take on temp applications for passengers if we think there's sufficient room in the vessel. 

I am fine with comms being used for communication and research, and fine with the idea of the 'cortex' for information as long as we can generally agree to the idea that whatever network they're on is much more useful for research than entertainment. I have no strong feelings about the availability of music. I almost am leaning toward the idea of radio-- they're subject to the whims of whatever planet they're visiting, and can collect new music as they go, but most of it will be unfamiliar to them.

Speaking of-- planets. The prior plots obviously had us touching down in familiar places... mostly other canons, such as Jurassic Park. I'm fine with using other canons for strong points of inspiration, but I also like the idea of individual muns taking turns pitching the clime, culture and general 'plot points' of whatever planet we're going to visit next. So they can't chart a course to Ariel, however much Simon wishes they could. What they can find is a system with lots of advanced, wealthy planets with a similar culture, if that's what they need. Again, I think if we're going easy on the moderating this will require some proactive storytelling on the part of all the players, but I think as long as we're not handcrafting a 6-month arc, and just deciding on the general concept of a planet, while others pipe up to suggest job ideas, ask questions and generally plan their own shore leave experiences, it won't be too much to handle. Does that sound reasonable? No one will have to plan these things-- maybe one planet a month as a very loose concept? with an unregulated weekish of shore leave?-- but those muns interested can step up whenever.

And I always enjoy a wiki. :]

Okay, I have had a splitting headache all day so I'm retiring early. But thanks again to everyone for being so flexible... it's nice to be really excited again. :)

Linds

emily anne

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Oct 16, 2013, 9:55:01 PM10/16/13
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Amanda, the Hub would still be there, like I said in my previous email, if we're going with the ship = spire of the station thing, then the first floor of the spire is the Hub, with the quarantine cells and shuttles below it. :) 

I actually really love the idea of collecting a music library as they go, and having radio. I like the idea of them building a library of books and stuff, things they take from the planets they visit.

I do agree that most of the planets should be created by us, like you said Linds, if we're not moderating the plots, it'll be a lot easier for someone to just be like "we should go to a planet that feels like ________" and plan out how it'll work. But I think if people want to plan docking plots to specific canons, that should be an option, just used sparingly or only for a few people at a time-- I'm sure we can brainstorm a way to make it work, if/when it becomes something people want to do.

I also love the idea of temp characters as passengers. And not just because they'll provide Hannibal with easy pickings... XD

OK, I also am pretty beat, so I'm going to turn in, but I've got a somewhat slower day at work tomorrow so I'll be around email and gchat if anyone wants to talk up on me. :)
<3 

Lindsay

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Oct 16, 2013, 10:17:32 PM10/16/13
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My only concern about specific canons is how that's going to work with the lack of cortex canon multimedia and our apparent desire to steer clear of canon puncturing situations/'game-breaking' scenarios. But I'm willing to take it on a case by case basis-- if you think you can wrap your mind around Kara visiting a BSG planet without weirdness, we can do that. But, on the flip side, if I'm worried that if Simon sets foot on Persephone I have no legitimate reason/way to keep him on board, then maybe I get to veto that particular plot.

And I do think it's important to keep the blame game out of our characters' relationship with the ship as much as possible. They spent a long time shrugging their shoulders and going 'it's the craaazy station, who knows what it'll do next?! we're at its mercy.' and I like the idea that, for the most part, they actually have a very good handle on their navigation. Maybe they start experimenting with some more advanced stuff a few months after we pick back up again, thus leading to the occasional small (or enormous) miscalculation, but I very much like the idea of this plot being a scenario in which our characters are competent, feel in control of their destiny (to some extent) and have comfortable roles on the ship.

Manya Soibelman

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Oct 17, 2013, 2:37:17 AM10/17/13
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Hey guys,

This is where I get off. The reboot seems like a great idea that'll hopefully put some life back in the game, but I'm not seeing much of a place for me and Boyd in it. I'm just too fresh to the game and I apped very much with the OG plot in mind. So consider Boyd killed off or MIA or stranded with Jack, whichever works best. I might app again at some point in the future, but until then, goodbye and thanks for all the beans. And RTAAs. And cats. 

<3

Erin H.

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Oct 18, 2013, 5:31:44 AM10/18/13
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Both Manya and Ali have said that this reboot/flash forward doesn't really work for them - while I'm eager to see the game revitalised and people enjoying themselves again I feel bad that this might happen at the expense of two players who came in on a specific premise, and who have been active in moving it forward. Is there a compromise that we can find that would let people get the necessary character development out of the OG plot but also lead to a more free-form, relaxed structure going forward? 

Erin H.

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Oct 18, 2013, 5:59:11 AM10/18/13
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(Jesus that sounds super corporate. Sorry, have been writing work emails!)

Rebecca Palmer

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Oct 18, 2013, 9:33:01 AM10/18/13
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Business Erin! I shan't mess with her. ;)

As much as I will definitely miss the players we're losing [for a variety of reasons], and as much as I'm for a more open, vox populi approach going forward, I really cannot see a way to make this overworked plot fly in a meaningful way. We've been trying for months, and it's clearly not working. 

This should be about having fun. I put this idea forward because I'd stopped having fun, and sensed that other people were feeling the same way. I think it's really valid to step back when you're not into where the story is going [which I would have done with no hard feelings if I'd gotten a lukewarm response across the board to my wild notion], but it's just not possible to custom tailor it to every player. 


Fan'

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Oct 18, 2013, 9:43:44 AM10/18/13
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Maybe it's impossible to find common ground that would work, but I say let's not throw the towel before we try! Manya, Ali, can you share with us what would work for you - and what doesn't, specifically, in this proposed change?

Morag Hannah

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Oct 18, 2013, 9:45:31 AM10/18/13
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(You may want to address Ali directly with this in the thread if you haven't; I think she doesn't keep up with the email thread? I _think_? Maybe you already have, haven't check it, sorry if I'm being unnecessary.)

emily anne

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Oct 18, 2013, 9:52:36 AM10/18/13
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Personally, I have to say for myself that if we don't do the reboot, I probably won't have much left in me for playing either. I need something new-- I feel like all my characters are at a dead end, as is my energy and motivation and creativity where the OG plot is concerned. I'm not trying to lay down an ultimatum, but I have to do what I'm able, and I don't see myself able to continue this as it stands right now.

emily anne

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Oct 18, 2013, 9:58:31 AM10/18/13
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IDK, I'm sorry if that sounds flippant or rude, but I'm not speaking as a mod right now, but as a player. We've had more enthusiasm and idea-generation on this thread in the past three days than has happened on the game in two months, and that to me is a big sign that we're moving in the right direction. Like Becky said, I'd be really sad to see people leave, but if we're thinking about how to salvage the work we've put into this game and our characters, it seems like doing what will keep the most of us here and playing, is what we ought to do.

Fan'

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Oct 18, 2013, 10:00:02 AM10/18/13
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Thanks for the heads-up, Mo! I just prodded her offlist. :)

Em, I figure there's no harm in hearing people out and trying to find something that works for everybody. If we can't pull it off, we can't, but at least we'll have tried.

Morag Hannah

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Oct 18, 2013, 10:00:51 AM10/18/13
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To play Devil's Advocate, I'm going to observe that there was no shortage of ideas and excitable discussion when it came to OOC talk about the OG plot, either. It was when it came to writing it that enthusiasm failed. So I'm not sure that this email thread can be taken to mean anything other than "People have more energy for talking about their plans and plots and characters than they have for writing them" - a chronic problem in this game that we've seen over and over again.

Cerie G

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Oct 18, 2013, 10:01:40 AM10/18/13
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Ultimately I think it comes down to losing cr, if I understand correctly but it can be rebuilt. I'm basically going to have to do that since I've been gone so long that drops have decimated my cr other than like, Clint and Steve and Peeta and klaus. 

Morag Hannah

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Oct 18, 2013, 10:05:20 AM10/18/13
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(Erin has also observed that Manya and Ali never stopped contributing to the game, or responding to posts - their energy and enthusiasm never waned, which makes it seem a little churlish that their stance now less important or central for whatever reason. Nobody ever waited days or weeks for a response or tag from either of those two, which can't be said for almost any other player - including me. And yet they're the people shafted by the decision to reboot.)

Morag Hannah

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Oct 18, 2013, 10:06:32 AM10/18/13
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(Statement of interest: I couldn't give a crap which choice is made; consider me an independent in this.)

emily anne

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Oct 18, 2013, 10:10:23 AM10/18/13
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OK, now I just feel like we're devolving into semantics, and it's worrying me because one thing we all agreed on was the need for a change, something to shake up our playing and our characters. I'm not diminishing Ali or Manya's contributions. I'm trying to put the needs of the game as a whole first. It's not only my personal feeling that I need a change-- it's knowing that we'd lose just as many players by not doing a reboot as we would by doing it. 

What we had agreed on earlier in this thread was a no more pre-planning, no more mod-generated stuff, a move to a free-form type of play that would allow us all to take part in storytelling by doing it rather than talking about it ahead of time. If that sounds like fun to people, then let's do it! :) 

I think at the very least we should try it. If it sucks, we can revisit the idea and try something new. But I have a really hard time imagining it being worse than the stagnation we've been experiencing recently.

Also what is CR? It's not a term I'm familiar with. :)

Cerie G

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Oct 18, 2013, 10:13:46 AM10/18/13
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Character rapport 

emily anne

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Oct 18, 2013, 10:16:14 AM10/18/13
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I also want to be clear that I'm not trying to override anyone's objections, and I'm *not* speaking as a mod, just as me. It seems pretty clear that the OG plot has lost its luster, and Becky has proposed a clean, interesting way to sidestep getting bogged down in resolving it. 

I'm an action-oriented person; I'd like to make a decision and act on it sooner rather than later, because I feel like the more we discuss it, the more we stand the chance of exhausting people's creativity and interest before we ever get out the gate. If it doesn't work, it doesn't, and we can try something else, or abandon the game. But I'm not willing to take that step until we've tried something new first.

I'd also be OK with a sort of retcon of the OG appearance and confrontation with the NG if that would help. So, something wherein the OG had never made it downstairs, everything since then is basically wiped clean. So then some of them will end up on the spaceship and those latent conflicts can come out through our game-play as we move forward. Just another idea. :)

Erin H.

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Oct 18, 2013, 10:22:12 AM10/18/13
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To be honest, I like the idea of the spaceship and would love to see it go forward - what I do feel like is that it got picked up with such enthusiasm that people for whom it didn't work felt excluded and unable to go 'could we try this as well' as a way of keeping their characters in the game. 

All I'd like to see is an attempt at talking to folk for whom it doesn't work to see if there's a compromise we could all live with. If it doesn't, it doesn't, but as Fan' said, at least we'll have tried.

Your suggestion of a retcon, for example, is a good one, and maybe something that might work. What are other people's thoughts?

emily anne

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Oct 18, 2013, 10:28:44 AM10/18/13
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I totally agree! Which is why I emailed again to say that I wasn't trying to override objections-- I know I'm pretty strong-willed, lol, but I do really want to offer people the chance to voice their worries / ideas, and I really apologize if I didn't make that clear at first. I just got really excited to have a course of action, lol. But yeah, if we can keep everyone, that is *obviously* the ideal scenario. XD

Manya and Ali, is there anything that you guys think we could add into / take out of the reboot that would let you guys stay on? 

(and thanks for explaining Cerie :) I totally agree that can be rebuilt, and I could honestly use the get out of jail free card on that too, since I haven't been active in awhile either!)

Danielle Wooding

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Oct 18, 2013, 10:39:51 AM10/18/13
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So I have an idea. I'm really looking for Manya or Ali to chime in, but there are others of you who this might be applicable to.


Part 1: So say we go forward with the reboot plan. The OG plot gets handwaved, but for people who have characters who were depending on the strife of the OG plot, we retcon that they were part of that. Reboot happens.

Part 2: Post-reboot plot. A handful of people on another ship crash into or try to overtake the Proserpina ship because theirs is dying. They come in and try to take over or insinuate themselves into the crew and try to take the ship for their own in some way or or or (insert your nefarious motivation here). Point being to have a mini-plot that is a bit like the OG plot for the characters who need it.

For my part, Al would definitely be one of those. I love playing him, but I can't see keeping him without that struggle.

What I'm proposing I really mean to be MUCH smaller than the OG plot and can see being plotted out by a small handful of people, avoiding the overplotting of every little detail.

Sorry if this isn't more coherent, but I have to run to a meeting!

emily anne

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Oct 18, 2013, 10:46:56 AM10/18/13
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That really makes sense in the way that it would be one of those mun-generated plots, like we were talking about upthread. So for example, if I didn't want to include anyone in the second ship, I wouldn't really be involved in planning it. You guys who want it would figure out the details and run it. That's the kind of thing I think we need-- you need the plot, so you make it happen, and whatever the fallout is, is created and played out IC. If I decided Erik was going to go full Mutant Messiah and try to kill all the humans, it'd be on the same scale, and I'd have to deal w/the IC consequences, rofl. 

Also as a sidebar, Manya is MIA with her family right now and will chime in on all of this when she gets back to the computer. :)

Fan'

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Oct 18, 2013, 12:24:06 PM10/18/13
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FYI, Ali will also get back to us in a bit!

Manya Soibelman

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Oct 18, 2013, 2:32:02 PM10/18/13
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Okay so, Nelle's idea basically works for me. I'd definitely want to retcon Boyd out of the OG altogether and find a different but similarish way to intro him. Boyd, like Al, is a very conflict-driven character and the appeal of the OG plot for me was that it offered a way to introduce him in an antagonistic manner, with a lingering conflict and interpersonal repercussions.  

I'm thinking a kind of re-imagining of the OG as space raiders/pirates, a smaller and more harmonic group (I think a big part of what made the OG plot so cumbersome was the amount of characters involved and the major power struggles within OG), that could serve as pains in the ass to the spaceship crew for a while before a merge occurred. It doesn't need to be anywhere near as massive and pre-planned as the OG plot (and it doesn't have to be as dark and serious in nature) but it could still last a good while and serve as conflict fuel.  

In general, I think a flexible method of introducing characters and blurring the lines between temps and regular characters (meaning one could become the other) would be cool once we're unleashed upon a free-form multiverse.

Danielle Wooding

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Oct 18, 2013, 2:36:16 PM10/18/13
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That's pretty much what I was thinking too (I didn't say pirates so as not to box us in, but really that was the idea) and the smaller group, whoever they end up being, can hash out the details.

I also love the idea of flexibility for regular vs. temp characters. +1

Lindsay

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Oct 18, 2013, 4:49:01 PM10/18/13
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Sooo wow. Obviously I missed a lot this morning. Work was insanely busy. But I've skimmed through and basically what I've got to add is that I'm very much on board with the idea of reworking the OG concept back in somehow. And I enjoy pirates. 

This is probably not the precise venue or moment in time to get into details, but just so people can start thinking about the idea.. 

It might be fun for those of us who aren't sure yet how to fit their characters into the spaceship scenario to play with other ways of bringing them into the fold. Like maybe I could have Mystique or Bert or whoever arrive as a passenger, assuming none of them remember meeting her/him and she/he doesn't remember meeting them? The Proserpina could've scattered them to the winds, I guess? IDK, I'm not actually super fussed about how it happened as much as I'm excited about the alternate universe possibilities here. Would that break anyone's brain/spoil the reboot concept for them?

IDK, I really like the idea. It gives me LOST-y flash sideways feels. :'3

Fan'

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Oct 19, 2013, 4:43:01 AM10/19/13
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FYI, Ali is on board with trying the reboot, with that reworking of the OG plot in mind!

Erin H.

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Oct 19, 2013, 10:05:24 AM10/19/13
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Yay!

Danielle Wooding

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Oct 19, 2013, 9:37:58 PM10/19/13
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Awesome!

So for the main reboot, where do we start?

For OG related rework, it sounds like me, Manya, and Ali are all interested, so I can get a separate thread going about that. Anyone else want in? This means you're retconning your pup from having ever been on the station, so keep that in mind. Also I think we want to keep this group small so consider if your pup is better off being played having lived through (or died in) the original OG plot vs being reintroduced through an as yet unplanned plot.

I'm excited to do this guys. :)

Erin H.

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Oct 20, 2013, 9:50:55 AM10/20/13
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Maybe just an OOC post where people say who they're keeping and what they envision them doing on the ship (not in any great detail) and anybody who wants in on the other plot can liaise with you three? 

Fan'

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Oct 20, 2013, 10:02:07 AM10/20/13
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Yeah, I can put up that kind of post, I think it'd be a great way to start figuring things out more clearly.
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