Right, some comments:
First off I\'d like to say how great it is to see people taking an interest and organising events for us. Really rocks. This was my first RP and I enjoyed it quite a bit.
I\'ll tackle some of the issues encountered in the game now.
Inititialising the RPTo start it off, we had to stay running around looking for a Damsel in Distress. We got lost a bit but finally gathered into one group. Ideally, the GMs come to the players. That is, Taera would have wandered into the Tavern, where we were, and begin to cry. We\'d ask her what\'s wrong, etc. The players should have gathered 1 hour before the event and RPed a bit together to get to know each other (e.g. they meet each other in the Tavern). In future, GMs will have to see a group of large people and start a pre-planned RP with them.
The problem of ScatteringJose was running to keep up with us and Sep had to mediate for the entire group. This caused some frustration on both sides. There are several ways in which this could be tackled. One is for everyone to just take it more easy. This is a big problem in online RPGs. The characters never really take a break to find out about each other, etc, usually to avoid making the GM impatient. This is somewhat understandable, since the event was 4 hours long, and we were just doinf things, RPing only with the NPCs. Ideally it would be like a film, where the protagonists would get a chance to ask each other questions and RP together. This has to come as much from the players as from the design of the RP to allow for such filler RP. As for the problem of scattering, which I should be writing about
What could have been done is a little cheesy, but: A member of the party would possess \"special powers\" for example, a contact with the gods or blue way spells to forsee things, etc. The GMs would then use the person to comunicate with the players. The group would, in turn, consult the mediator every few steps in the plot or so to be sure they\'re not going off track.
Plot DesignI\'d like to say a few words about the Plot itself now. The difference between NPC-given quests and GM-given quests is that with one you\'ve got humans in charge. The great thing about humans is that we have imagination and creativity. This last RP I felt was a little \"rail-roaded\" meaning that it had one track, designed by the GMs, which had to be followed. This can be frustrating to both players (not being able to use their creativity and innovate solutions to puzzles) and to the GMs (the players deviating from the plot line). The fact that the GMs are people gives the RPs an opportunity to be flexible and free-flowing. I\'ll give an example:
The Gobble
One of the things we had to do in this RP was to chase a Gobble (good ole\' Rjj) through the sewers to its hoard, where we would interact with it to make it give us an Amulet. This was alright, but at one point I gave a suggestion that perhaps we should try to lure it out of the sewers at night and catch it unawares. When I design adventures for DnD I usually do it the following way: The players are given a problem. They discuss how they\'re going to work it out. Then I accomodate myself to their plan. Gives the players a sense of involvment. That said, it\'s still good to have a solution thought up yourself which you can then mediate to your group should they be unable to solve the puzzle.
Those are a few of my thoughts on the whole RP thing. I\'d like to keep working at it until we have the dynamic RPing we all dream of in PS
EDIT: Oh yeah, one more thing. The size of the group involved in the RP. I think taking it beyond 6 people will get confusing for both GMs and players. 6 is usually the legal number of people allowed to gather in the street. Anything more is a crowd and must have permission. For this reason I suggest a feature be implemented in PS involving groups and GMs. GMs should be able to \"watch\" a group (i.e. listen in on their group chat, see the position of the members, teleport members, etc). Those would be very useful features to implement into the game, IMO.