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LoLo ([info]lolo) wrote,
@ 2009-03-10 23:18:00

Previous Entry  Add to memories!  Tell a Friend!  Next Entry
So the last poll I had received a lot of helpful feedback, so thank you for that! I'm glad I didn't have the ability to create a poll, because the writing out answers is far more informative than simply voting for a category and leaving it at that.

Now, as I'm forming the game premise and idea in my head - it is forming, yes indeed, I have another question that I'm pondering: Games with "Closing Dates" set at the start of the game.

Do you like games that say they plan on opening on such and such date and closing on such and such date?
How long of a set time period is reasonable without being too short or "too long"?
Is it better to just open it and play until interest begins to fizzle?
What sort of "end" events would be great for a closing date?

Now, keep in mind that the end of date CANNOT be the MWPP's leaving school OR the death of the Potters! The game is going to be relatively canon based, not AU, and will have a mixture of the school/out of school to it. Not sure at what point in the characters schooling will the game begin - however, them leaving school is not going to be a predetermined ending date, as I hope to play past that --- and the death of the Potters on the other hand... I don't think any MWPP game around will span THAT many years to pan out them going from school aged to the year that they died. I certainly don't feel up for that adventerous modding commitment either.

So something that happens between when the MWPP characters finish school and the END OF THE WAR would be nice. Without being terribly AU, either. Should there be a big *event* as the end of game... or just an *ordinary day*.. its these sorts of questions I'm pondering now.

For those of you who know the specific idea I'm playing with, please don't mention it in comments. I'm leaving this public so as to allow anyone to comment, and thus, I don't want the actual IDEA out in the open, considering I've seen games be copied/stolen/etc before. It suck for it to be stolen before I even had a chance to form the community!

Otherwise, please give me your thoughts and opinions about games that have a predetermined expiration date? Good? Bad? Depends?


(Post a new comment)


[info]oh_emily
2009-03-10 10:42 pm UTC (link)
[info]perdition_rpg has an end date, and I really kind of like it. I just feel like it gives the game such a clear direction and focus, and you don't have to worry about things just ending and being left open and unfinished. I also think that end dates inspire more activity, because most players will want to make the most out of the time span that they're given. I think maybe six months to a year would be a good time span, but I'm pretty open to that.

(Reply to this)


[info]kitten_patronus
2009-03-10 11:08 pm UTC (link)
I don't think I like the idea of "end dates," except in situations like, say, those seventh-year (trio-era) games that are ONLY the seventh year. That makes more sense. I think, from what I can gather of your idea in the post, a more open-ended approach would be better, because you never really know how things are going to go in the game, you know? I mean, what if the game is really chugging along and you're approaching the "end date" ... do you just halt that train in its tracks and end the game, or let it just keep going?

idk if I'm making sense, I'm trying to procrastinate working on my midterm and I'm kinda tired. >>

(Reply to this)


[info]sira_ne_biber
2009-03-10 11:31 pm UTC (link)
I'm not a fan on having an end right at a big event. I remember when we were deciding to come up with an end back at magic_life, and we had the whole big end plot with Voldemort and whatnot plotted out, but we ended putting the actual *end* date a couple weeks later. We had an end of school carnival and people were able to wrap up all their emotions on the big battle at least a bit, and I guess it was the last day of school, which is sort of an event...I'm rambling.

What I mean to say is that a huge event is great near the end, but you want to give people time to react and tie up, too.

(Reply to this)


[info]casablanca
2009-03-11 12:16 am UTC (link)
I don't mind them when they are well designed. It's one of those things that are only effective as the mods put into it.

I have to agree with the 6 months to a year.

I tend to like things open and let it progress organically but I think both ways work well.

Some major battle happens where the canon deaths take place. And maybe some time for the characters to deal with the aftermath.

(Reply to this)


[info]starsgoblue
2009-03-11 09:22 am UTC (link)
Do you like games that say they plan on opening on such and such date and closing on such and such date?
With a large plot-driven game? Yes. While I don't mind a social game just sort of drifting off to sleep, I prefer war games to have a clear ending.

How long of a set time period is reasonable without being too short or "too long"?
For a game with a big war plot, no less than six months and no more than a year. A year and a half/two years if you're seriously ambitious. In my experience RPing, war games that are set to run for a year seem to be -generally- the most successful.

Is it better to just open it and play until interest begins to fizzle?
Depends vastly on the type of game. With social games, that doesn't bother me. People can wrap up their own private plots as they see fit and feel a sense of satisfaction, because their own private plots are what are most important to them in a game like that. In a war game, however, the most important plot tends to be the war plot, and it's impossible to just walk away from that and -not- feel like things are unfinished. I feel it's much better to have your war plot worked out before the game starts, with clear places for involvement for many different kinds of characters (NOT just Order and Death Eaters), with a clear end in sight so people know what they're working toward. I also think having your players ~*~surprised~*~ by plot is overrated, especially in a MWPP game. Go ahead and involve them and give them some investment in what they're doing.

What sort of "end" events would be great for a closing date?
I think the formation of the Order of the Phoenix would make an awesome end point for a game like this. If you're starting off in school, give us the leadup to the official beginning of the Order of the Phoenix and the place where it goes from just being the occasional skirmishes to being a real war and the people are fighting back. It's a good way to end on a hopeful note even though it's a MWPP game.

(Reply to this)


[info]alsoknownas
2009-03-11 10:02 am UTC (link)
Hiiii Liz.

I've... actually never played in a game with an end date! But the more I think about it, the more I like the idea. I think it would be extremely helpful in terms of activity and knowing what to shoot for, though I can't see an end date being much use if it's WAY off in the future, ie: more than a year. I think six months to a year would be an ideal time for a war game.

It breaks my heart when games fizzle out, especially ones that have a lot of PLOT to them. You can never get what you want done, you know? So I think an end date for a war game would be excellent.

As far as "events" go... I'm a sucker for playing out aftermath of angst. I agree with Kate - something noteworthy but not necessarily HUGE would be a good end, and if it's got a note of hope in it, so much the better!

(Reply to this)


[info]poems
2009-03-11 12:25 pm UTC (link)
One potential suggestion I'd make, as it's something I've considered myself, is having a viable end date -- perhaps as Kate mentioned, the formation of the Order or even simply a notable battle -- and then having an epilogue month/week/two weeks/whatever to wrap things up. This could be the Potters' death, the final battles that played out leading up to it, etc, but it gives people a chance to put their characters to rest, so to speak.

(Reply to this)


[info]mydecember
2009-03-11 01:20 pm UTC (link)
Do you like games that say they plan on opening on such and such date and closing on such and such date?

Mm, I do kind of like the thought of there being an end date. Just because that why there is definitely a conclusion and I think it's a set thing to work toward. I've never played in a game that has one but I think I would rather enjoy it! I also think having an end date would push people to get to that point, sort of knowing that it was coming. I think I agree with [info]sira_ne_biber in that having the actual end date a few days or weeks AFTER the big event would be good. Allowing time to wrap things up, sort everything out kind of thing.

How long of a set time period is reasonable without being too short or "too long"?

I think I'm with everyone on this one. A year seems a good length of time. I think A LOT could be done in a year.

Is it better to just open it and play until interest begins to fizzle?
For this type of game I think I'd rather play something much more defined time-wise. Social games or things like that? Fair enough. Go til things die, then wrap things up yourself but I think a game like this where a lot of characters will be so emotionally invested in the plot as a whole does need some sort defined start, middle and end.

What sort of "end" events would be great for a closing date?
I love Kate's idea. That'd be such a good high note to end on - something just beginning and even in some ways could give a leg up to any sort of 'sequels' and stuff if it was wanted afterward. I love that idea.

(Reply to this)


[info]sycorax
2009-03-11 01:32 pm UTC (link)
In a plot-oriented game, an end date would work, I think. So many games that fizzle out don't get a great sense of closure, and with an end date there's something to work towards. Six months would be a good stretch.

(Reply to this)



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