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03-03-2020, 11:53 PM
(This post was last modified: 03-03-2020, 11:53 PM by Teemo.)
I think it's fair to say that the system we have in place currently for events and DMs sucks. As it stands it's very intimidating for new, interested DMs to join. There's a lack of resources and organization; it's incredibly hard to learn without the help of an experienced DM. The rewards are lacklustre for the amount of time investment and DMs that are open to taking events to get swamped and burnt out.
Provide general guidelines and tutorials in the Dungeon Master subforum, similar to the ones for applications. Basic examples of event plans, injury scales, EC balancing, rewards, etc. Maybe even archive outstanding event plans that others can follow and strive towards. Create a team of staff that approves Event Plans, similar to the Judgement team for apps.
Better rewards for DMs. Events take a lot of time to both run and create. After hours of work and dealing with their own and other people's schedules, what do they get? Enough AP for one check pre-200 with a limit of once per week. I know there've been problems in the past where people have made it to 200 insanely fast because they DMed, but the only reward shouldn't be a weekly RPP check. Give them perks that aren't game-changing like the ones subscriber receives. DM exclusive cosmetics or pets, the ability to respite without gold patron, subscription, something like the old DMP system we had near the end of Spires. It wasn't perfect, but it's certainly better than what we have right now.
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(03-03-2020, 11:53 PM)Teemo Wrote: There's a lack of resources and organization; it's incredibly hard to learn without the help of an experienced DM. Perhaps a test server can be made, specifically for DMs to try out their commands and get used to the system? Getting another shell server can cost however.
Another possibility is setting up an OOC area in the server itself, specifically for DMs to test things out there. (n a game I was an admin on, we had an "admin planet", which we could use either to test things out without worrying it'll effect the rest of the game by accident, or if more space is needed (For example, someone wanting to make the insides of a castle), we could have just put a teleporter towards a specific, closed off part in the admin planet and call it a day.
(03-03-2020, 11:53 PM)Teemo Wrote: Provide general guidelines and tutorials in the Dungeon Master subforum, similar to the ones for applications. Basic examples of event plans, injury scales, EC balancing, rewards, etc. Maybe even archive outstanding event plans that others can follow and strive towards. Create a team of staff that approves Event Plans, similar to the Judgement team for apps.
I agree, this will help. I should say that when it comes to event plans however, it may be a good idea to not be either too strict, or demand a lot of writing work before an event is concluded.
A brief summary of what the event would entail, how it is set up, and the possible paths and results of what the players might do might be good enough. After all, players can always derail a DM's plans for an event anyway
(03-03-2020, 11:53 PM)Teemo Wrote: Give them perks that aren't game-changing like the ones subscriber receives.
That... Could be a good enough incentive to get most of the non-subscribers to be more motivaded to do DMs, by getting certain subscriber only privilages. Don't know yet how exactly should it be implemented if that route is to be considered, however.
People love the ability to be unique with their own cosmetics, after all
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(03-03-2020, 11:53 PM)Teemo Wrote: Provide general guidelines and tutorials in the Dungeon Master subforum, similar to the ones for applications. Basic examples of event plans, injury scales, EC balancing, rewards, etc. Maybe even archive outstanding event plans that others can follow and strive towards. Create a team of staff that approves Event Plans, similar to the Judgement team for apps.
You can find this in the Dungeon Master sub-forum here.
Quote:Better rewards for DMs. Events take a lot of time to both run and create. After hours of work and dealing with their own and other people's schedules, what do they get? Enough AP for one check pre-200 with a limit of once per week.
The reward does not have a weekly limit, and it's much more than a single check. More interesting perks isn't a bad idea but whether or not it incentivizes DMing, which is a labor of love and something someone does for enjoyment rather than any kind of compensation, is difficult to say.
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(03-04-2020, 02:00 AM)chance Wrote: (03-03-2020, 11:53 PM)Teemo Wrote: Provide general guidelines and tutorials in the Dungeon Master subforum, similar to the ones for applications. Basic examples of event plans, injury scales, EC balancing, rewards, etc. Maybe even archive outstanding event plans that others can follow and strive towards. Create a team of staff that approves Event Plans, similar to the Judgement team for apps.
You can find this in the Dungeon Master sub-forum here.
Quote:Better rewards for DMs. Events take a lot of time to both run and create. After hours of work and dealing with their own and other people's schedules, what do they get? Enough AP for one check pre-200 with a limit of once per week.
The reward does not have a weekly limit, and it's much more than a single check. More interesting perks isn't a bad idea but whether or not it incentivizes DMing, which is a labor of love and something someone does for enjoyment rather than any kind of compensation, is difficult to say.
Great, I didn't even know that existed, good shit. And I was lead to believe that the reward was once a week to avoid the problem AP rewards had in Spires https://i.gyazo.com/9518032758c4fcc6fafb...12111c.png
I'm still a bit iffy on AP rewards for DMing. It feels more like compensation for your time loss that you could've spent RPing on your character than appreciation for your work. PCs shouldn't get stronger because you DMed an event that had nothing to do with your character.
More fitting rewards would be some I listed before. Respriting, sub, vanity items, maybe a DM badge in OOC and different coloured chat. Stuff that entices people to at least test the waters and find out if they actually enjoy DMing or not. Being recognized for contributing to the game makes people tingly inside.
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stolen from my attempt to redo dmp rewards prior to e3 coming out:
+1 RPL pre-200 - 1 DMP
+1 RPL pre-220 - 3 DMP
30 Day Subscription - 3 DMP
Free Vanity Pet - 3 DMP
75% Rebirth - 5 DMP
If you earn 7 DMP or more, you get Gold Patron.
Probably shouldn't add DM tags officially back into the discord (where they were their own little group), as some people legit had an ego off that.
I also added in the free vanity pet thing, and additional RPL. Idk, I'm just spit balling.
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(03-04-2020, 02:00 AM)chance Wrote: (03-03-2020, 11:53 PM)Teemo Wrote: Provide general guidelines and tutorials in the Dungeon Master subforum, similar to the ones for applications. Basic examples of event plans, injury scales, EC balancing, rewards, etc. Maybe even archive outstanding event plans that others can follow and strive towards. Create a team of staff that approves Event Plans, similar to the Judgement team for apps.
You can find this in the Dungeon Master sub-forum here. Hey, it'd be nice to have more up to date event plans to base off of! Or at least a better idea of the reward to risk ratio. Just one small thing I was looking for in particular!
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