
As far as the use of scripts, I'd say that, again, both ways are good!
The reason I use pre-written blurbs is due to some very early feedback I received after running one of my first events. "Your event was great, but it seemed so long at some points. If you know something is going to happen, could you write it ahead of time?"
I tend to describe things in great detail, and that is paired with an unfortunately average typing speed. So if, for example, I know a certain supernatural magical thing will happen when someone wears the magical artifact they set out to find, I'll write that description in advance and copy/paste it in when that point arises.
In the moogle mog "cutscene" above, that was more meant to replace the intro cutscene that happens during the in-game fight. Since I was using the fight for our own comedic plot point, I wanted to supply that for further context.
I also think that the plot genre I run lends itself to pre-written things. In relation to our plot, sudden visions aren't uncommon - so I'll write the description of the vision in advance so that people aren't awkwardly shuffling while waiting for me to type 5 paragraphs on the spot, haha. I imagine this wouldn't work so well with more adventure-oriented plots, though.
So, due to all that, the "plot" events I run are a mixture of pre-written scripting, and on-the-spot improv (because player decisions -do- alter what happens.) I think we can all agree that players > plot! And if I know a character will show up to an event, I'll often try to tailor part of the event to help that character shine. An archaeologist is coming? Oh, look! A really old thing that requires translation in order for us to use it! Or, sometimes I'll make entire events or activities that are tailored toward characters (although not to the extent that it would make them "outshine" the rest - just introducing a thing that a character would find appealing or interesting.) Like, upon finding out that a character who was showing up to the IC moogle mog fight -really- likes moogles, I write in a little up-front moogle interaction at the FC house before heading out.
I find myself very interested in all of my players, and if I get to know them a little, I often try to think of things and subplots that would suit their concepts. Judging by the comments above, I actually think this is something most do - and it's all behind-the-scenes so they'd never know beyond just enjoying the event. But we know. In our creepy stalker way, we know...
The reason I use pre-written blurbs is due to some very early feedback I received after running one of my first events. "Your event was great, but it seemed so long at some points. If you know something is going to happen, could you write it ahead of time?"
I tend to describe things in great detail, and that is paired with an unfortunately average typing speed. So if, for example, I know a certain supernatural magical thing will happen when someone wears the magical artifact they set out to find, I'll write that description in advance and copy/paste it in when that point arises.
In the moogle mog "cutscene" above, that was more meant to replace the intro cutscene that happens during the in-game fight. Since I was using the fight for our own comedic plot point, I wanted to supply that for further context.
I also think that the plot genre I run lends itself to pre-written things. In relation to our plot, sudden visions aren't uncommon - so I'll write the description of the vision in advance so that people aren't awkwardly shuffling while waiting for me to type 5 paragraphs on the spot, haha. I imagine this wouldn't work so well with more adventure-oriented plots, though.
So, due to all that, the "plot" events I run are a mixture of pre-written scripting, and on-the-spot improv (because player decisions -do- alter what happens.) I think we can all agree that players > plot! And if I know a character will show up to an event, I'll often try to tailor part of the event to help that character shine. An archaeologist is coming? Oh, look! A really old thing that requires translation in order for us to use it! Or, sometimes I'll make entire events or activities that are tailored toward characters (although not to the extent that it would make them "outshine" the rest - just introducing a thing that a character would find appealing or interesting.) Like, upon finding out that a character who was showing up to the IC moogle mog fight -really- likes moogles, I write in a little up-front moogle interaction at the FC house before heading out.
I find myself very interested in all of my players, and if I get to know them a little, I often try to think of things and subplots that would suit their concepts. Judging by the comments above, I actually think this is something most do - and it's all behind-the-scenes so they'd never know beyond just enjoying the event. But we know. In our creepy stalker way, we know...
