Talk:The Big SD

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What do you consider makes a good SD?

A game where 20 players don't join and write 50,000 words a day (making it impenetrable to new players) and overwhelm the GM, making him get sick of addressing all our minutia and then quit in two months.


A game that's actually a 'game', with recognizable objects, objectives, and ways of 'winning'- one that has some sort of underlying mechanical rules system to support the fluff, and where players can accrue resources, materials, or other objects of statistical import alongside their enjoyment of the worldbuilding.**

What do you consider some of the best SDs you've played? (please provide likes if able)

LoE, duh.

Sphere, Steam and Sorcery I and II, Lost in Fiction (the one with all the solars)**

Why were they so good?

20 players didn't join right off the bat and the GM didn't quit in two months.

There were things to do, places to go, and stuff to get, and it wasn't just writing a story with no authorial oversight, limitation, or actual incentive. Even the more rules light games still had interesting characters, settings, and other such material that made them fun to play.**


What is the best style of GMing for an SD?

The kind where you don't quit in two months.

The kind where the GM continues to invest in the game and does more then just serve as an indexing program that manages resources and tells players "Player 2 won fight Y, player 3 won fight K". One where the GM creates a living world and continues to invest in it and makes it enticing for the players. Presenting quest options, resources, actual NPC actions- that sort of thing. A GM who is invested beyond just making the game 'run'.**

What keeps you playing an SD?

The GM not quitting in two months.

An SD where the GM works with the players and gives them interesting options to help them advance in the 'game', emphasis of the 'game' part, letting the players do awesome stuff and actually 'matter' in the grand scheme of things. Not requiring players to write 20,000 words after a single Sim.**


Why do you drop an SD?

The GM quits after two months.

The GM quits after two months, or turns into a hermit. An SD that is flat, where the player can't affect status quo, cannot actually achieve anything, and is little more than a glorified fanfic.**


Also, you forgot to ask what makes us want to join an SD. However, considering that the big problem is too many players, I guess that's prudent.

-Ral

What do you consider makes a good SD?

ONE WITHOUT EZE. AND ONE WHERE EVERYONE(LIKE FUCKING EVERYONE) DOESNT WRITE HUGE FUCKING POSTS THAT MAKE IT INPENETRABLE TO NEW PLAYERS


What is the best style of GMing for an SD? THE KIND THAT DOESNT MAKE WRITING EVERY GODDAMNED POST INTO WRITING A GODDAMNED NOVELLA.

What keeps you playing an SD? THE GM NOT QUITTING AFTER TWO MONTHS.

Why do you drop an SD? THAT SHOULD BE FUCKING OBVIOUS.

-Love, Five.

-Bad Five, no flames! *smacks* -FBH


    • ~ Kerrus.