+1

(Anonymous) 2025-04-02 08:35 pm (UTC)(link)
I have played in games that did heavier, more specific prompts and coming back to these lighter ones with more room for interpretation I've been having a blast with how creative my different threads have ended up. I don't think I've played on a TDM in a long time where I didn't end up with only threads where everyone sat around chatting about their situation.

This game feels really focused on encouraging cr and cr interactions through the monster mechanics so all anyone really needs are hooks to provide an excuse to interact.

Re: +1

(Anonymous) 2025-04-02 10:53 pm (UTC)(link)
i've moved 99% over to private games these days and this is one of the biggest differences i've noticed between them and public games tbh. private games tend to give very open prompts (sometimes even nothing more than setting descriptions) and just let the players run with them however they want instead of trying to put event/tdm threads on rails. it makes for far more fun threads when you can take a prompt and do something unconventional with it.

prompts are supposed to be a springboard, not a blueprint.

Re: +1

(Anonymous) 2025-04-02 11:02 pm (UTC)(link)
I keep hoping we go full circle back to springboard style in public games. I think plot heavy games got so popular for a time that people started demanding more from the base mod logs even though 95% of a playerbase won't engage with the plot on a hugely deep level as they're there for the interactions.

Re: +1

(Anonymous) 2025-04-02 11:41 pm (UTC)(link)
see, i think having intricate prompts is just fine for something that's actually plot-heavy, but 99% of public games these days aren't and there's no reason to make event logs or tdms that look like something out of a college textbook for a game that's largely just a sandbox.