First, I want to reassure Free and anyone else who is leery about city-wide plots that it is genuinely not my intention to sorta encourage people to conform to something over anything else. Whenever I do plotting, or have something unique to my character, I always try to leave outs for other people (example: the stuff I'm doing with ShayRei, Path, and everyone else -- we've set things up in a particular way, but if a player comes along who doesn't like the stretching we've done with the lore, it's open enough that we can kinda skirt around those bits so the player who doesn't like them doesn't have to interact with them) in case it's something they don't want involvement in. Granted, nothing is perfect, but that's what I got.
So, in this case, kinda piggybacking on what ArmachiA said, it isn't to define the parameters of the city, but to create a small space that feels alive and interactive. A place where your character can find connections easily, and get involved in something that's already running if you want to, while still being free to start your own plot bits and be supported and have people in place who you can connect with. Granted, yes, it's impossible to do anything that will appeal to everyone equally, but I honestly do want to give it the ol' college try. Sort of one of those things that, ideally, a new rper to the server/city could get involved in easily but, at the same time, get out of if it doesn't suit them.
That's why one of my first ideas was some sort of treasure hunt. It can touch on all sorts of people (the hunters themselves, people who are called upon for expertise, people selling secrets, maybe law-types trying to protect bystanders and/or get rid of contraband treasure bits, etc) and still be easy to get into (you'd hear rumors everywhere in the city) and get out of (interpersonal character issues aside).
Beyond that, I've been thinking about what Freelance said (starting with rp hotspots), and I think, honestly, that we can do both. Because, when it comes down to it, it's easier to get more people involved when they know or have at least been around each other. If we all do our individual rp in one concentrated location for awhile, our characters will see and become familiar with each other to some extent. As a result, we'd be able to nudge out little rp cues easier. There'd be something of a core (not a clique, and there is a difference) to help push things along that would be relied upon, and then we could spread out and reel in those who weren't aware of said hotspots or plot options.
So, I dunno, what do you guys think about focusing on a hot spot first for a little while, and once we get regular activity then switch over to plot-talk?
Re: Yellowjackets
One way to avoid the I'd-rather-not-deal-with-player-run-city-stuff thing would be to have Ruru and whoever joins him (please join him) create a fuckup unit. That way, citizen characters could just brush them off (oh, it's just you guys. I'll report you to your sergeant for harassing me) if they didn't want to deal with them, while players like me who are looking for a more active antagonist presence (in the form of policing) would have it. Best of both worlds, maybe? Good idea, bad idea?
So, in this case, kinda piggybacking on what ArmachiA said, it isn't to define the parameters of the city, but to create a small space that feels alive and interactive. A place where your character can find connections easily, and get involved in something that's already running if you want to, while still being free to start your own plot bits and be supported and have people in place who you can connect with. Granted, yes, it's impossible to do anything that will appeal to everyone equally, but I honestly do want to give it the ol' college try. Sort of one of those things that, ideally, a new rper to the server/city could get involved in easily but, at the same time, get out of if it doesn't suit them.
That's why one of my first ideas was some sort of treasure hunt. It can touch on all sorts of people (the hunters themselves, people who are called upon for expertise, people selling secrets, maybe law-types trying to protect bystanders and/or get rid of contraband treasure bits, etc) and still be easy to get into (you'd hear rumors everywhere in the city) and get out of (interpersonal character issues aside).
Beyond that, I've been thinking about what Freelance said (starting with rp hotspots), and I think, honestly, that we can do both. Because, when it comes down to it, it's easier to get more people involved when they know or have at least been around each other. If we all do our individual rp in one concentrated location for awhile, our characters will see and become familiar with each other to some extent. As a result, we'd be able to nudge out little rp cues easier. There'd be something of a core (not a clique, and there is a difference) to help push things along that would be relied upon, and then we could spread out and reel in those who weren't aware of said hotspots or plot options.
So, I dunno, what do you guys think about focusing on a hot spot first for a little while, and once we get regular activity then switch over to plot-talk?
Re: Yellowjackets
One way to avoid the I'd-rather-not-deal-with-player-run-city-stuff thing would be to have Ruru and whoever joins him (please join him) create a fuckup unit. That way, citizen characters could just brush them off (oh, it's just you guys. I'll report you to your sergeant for harassing me) if they didn't want to deal with them, while players like me who are looking for a more active antagonist presence (in the form of policing) would have it. Best of both worlds, maybe? Good idea, bad idea?