Originally posted by Karyuu
Nilrem knows. *grins*
Yes ladies and gentleman, i\'m always remembered because of good things. lol
Concentrating on the post, I mostly agree with Zan; at least with the essence of what he\'s telling us. Flexibility.
I always have this question in my mind:
What\'s more worth it, say a non_roleplaying_line and save a player or keep your role_playing and allow one player to be lost?
In my opinion, what makes a game are players. They need to be respected, and attended, so, if you\'ve to stop your roleplay to simply explain more deeply a thing, just do it.
Use /tell, brakets or whatever you want, but do it.
Human beings are able to realise, let\'s don\'t act as an NPC and, if anyone of you really wants more people roleplaying, then tell the newcomers about it, make them feel comfortable and maybe you\'d gain some more components to the \"roleplayers\".
But, as for i\'ve seen, the community tends to stay in a too easy position, that is, now that there\'s a core of roleplayers formed, it\'s so high the scare of loosing any of their members, that it\'s almost impossible for others to even try to get close to that core.
This only leads to form subgroups that act as satelites around the core, often those satelites are only formed by new players, and thus, can be considered a dust satelites that can be left to their own luck.
I understand that there\'s a core of people that knows each other for many time, but i think that indeed more flexibility should be showed with the newcomers.
Believe me when I say they aren\'t here to brake anything.