Group Threads

Discussion in 'Role-Play Discussion' started by Bamf, Feb 12, 2017.

  1. Lavana

    Lavana Newcomer

    When it comes too group threads I usually try to break the groups down into sets of 3 or 4 and run the campaign that way. Too many things going on at once can cause chaos confusion and drama, I like to keep it neat.

    I think running something without a post order or consequences for not posting within a time frame such as moving forward without the account always make sure to make that known to everyone on the sign up so it’s not a surprise etc
     
  2. BunnyTheRoo
    Creative

    BunnyTheRoo Newcomer Game Owner

    As an admin and effective game master, my methods of success with group threads are: uphold a posting order, enforce a reasonably prompt time window for each person to reply (my default is within 3-4 days), and help guide the plot along without totally railroading the players. Make things obvious from a meta standpoint but not in-character, just enough mystery or hints to help the group (the characters) navigate from start to finish. Also, communication OOC with all the players involved is key. Do check-ins. Ask questions. Double-check things with combat. Literally just be prompt and talk to people, and those group threads work out just fine.
    You can't force the lazy to write, though. If somebody in the group chooses to drop off the map or not convey intentions, that does ruin the experience, and failure from staff to be helpful (ICly and OOCly) can also dash the fun. So it's an effort for everyone on some level to help it all be a fun experience.
     
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