Flyg0n
Flygon connoisseur
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Hello, and welcome to the part of AQ I’ve been looking forward to almost as much as the actual RP and ending itself. The retrospective! Where you get to roast me and point out every mistake I made (kidding, pls don’t lol).
In all seriousness, for those unaware, a retrospective is basically a look back at the entire RP, to help identify and discuss what worked, what you enjoyed, and spots you struggled with or didn’t like. And it's a way for me to gauge aspects of the campaign I was blind to.
It’s also my chance to share with you some fun behind the scenes, answer burning questions, and let you peek behind the curtain.
Any commentary is welcome. You don’t have to bring up stuff that didn’t work if you can’t think of anything, feel free to simply share what parts really resonated with you! Even if you don’t know why, just letting me know what's fun for people helps immensely.
There will be a couple basic rules to note before you post your thoughts, just for my own sake, heheh.
So, the first quirk of this delightful campaign - The week right after I agreed to have the campaign, I got covid. Then got a cat, who was sick. Then got hospitalized and from being sick, again, then got sick again, then had car problems, and a bunch of other stuff that happened in the first two-four months of the campaign, so that was fun. And set me back a nice bit, heh.
Next, I’ll highlight some problems I became aware of on my end, in the early months of the campaign. When I planned this campaign, it was planned to be a fairly small mystery with about 3-4 clues to reveal that Orzo was behind it all, and then some kind of fight. However, very quickly after starting it began to occur to me that the number of discoverable clues per scene was tiny, in comparison to the number of players. Each plot scene was going to have only one clue... and there really would only be 4, maaayyybeee 5 big plot scenes.
This would have created a situation where one or two players would have discovered every clue and solved the mystery without any other characters/players being able to have time to get involved. So, I rapidly began to add new tidbits of clues and things to discover that weren’t in my original notes. The main four-five clues remained the same, such as the suspect's color, the flakes from the paint, and the type signature, but I basically added minor tie-ins when I could, every time someone used an investigation power.
This didn’t exactly extend the time though, just a quirk of the RP.
The second quirk I realized is that in all my planning, I failed to account for the simplest factor of all - Group Size. While I was prepared for the amount of posts I thought I’d have to write, and how long it would take me, I didn’t account for the fact that in a big group (12-16 players), it would simply by nature of existence, take time for everyone to post, especially with disparate time zones.
Not to mention my silly self genuinely just did not account for the amount of NPC interaction! Don’t ask me how, but it never occurred strongly enough to me that folks would want to actually interact so much with NPC’s, so I had to rapidly scale to accommodate this, and write these characters, heh. And as a side note, I somehow never planned to have the mythicals be interactable either and then realized that would be silly, so I quickly added them on the fly as interactable. Which worked very well for the plot overall.
(Fun fact! The original plot featured 0 mythicals and a scene near the end where players could pick 1-2 legendaries to 'recruit' for the last battle. However, having myths vs legends actually fit so nicely and had more relationship with respective users. Neat bonus!)
So, all that took my plan for a 1–2-month RP and helped stretch it to... well the one we got.
In the future, I now know to either make a smaller and dense mystery, or plan for a longer one better. I don’t know for sure I’d do another mystery, but if I did I would have a better idea of how to construct one for RP. Two of those things being number of clues and group size.
As a last note, I am aware some folks felt left behind or left out, due to time zone constraints, or being less active, meaning they didn’t quite get a chance to have as much impact. This is a tricky thing to address, as I don’t want to punish active and engaged players, but I also want to accommodate others within reason.
If anyone has suggestions for ways to theoretically balance the idea of mystery components/general engagement between disparate users, I am all ears!
So yeah, feedback away! Also feel free to ask any questions - planning, process, writing, plot, and mechanics and literally anything related to the RP is fair game too. Please don't feel pressured to offer some big-brained take if you can't. Any and all feedback is helpful, even just 'cool NPC, thx'.
Once again, thank you everyone for your patience and your efforts. All of you truly made incredible progress as writers and put out some amazing work. You should be proud and thank you for sticking with me on this wild ride, you were wonderful to RP with.
P.S. Hopefully once holiday craziness is done, I can squeeze in some epilogue stuff/goodbye posts!
Fun extras:
In all seriousness, for those unaware, a retrospective is basically a look back at the entire RP, to help identify and discuss what worked, what you enjoyed, and spots you struggled with or didn’t like. And it's a way for me to gauge aspects of the campaign I was blind to.
It’s also my chance to share with you some fun behind the scenes, answer burning questions, and let you peek behind the curtain.
Any commentary is welcome. You don’t have to bring up stuff that didn’t work if you can’t think of anything, feel free to simply share what parts really resonated with you! Even if you don’t know why, just letting me know what's fun for people helps immensely.
There will be a couple basic rules to note before you post your thoughts, just for my own sake, heheh.
- Please keep criticism constructively focused. If you have a critique to offer, try to think of ways you might have to work on improving it. Not to say you have to know how to improve, just that even seemingly unimportant suggestions might help give new perspective!
- Keep it civil (this one is easy, goes without saying. Don’t start debate, this thread is here to share ideas and personal opinions/perspectives) and to be a discussion. Respect each other's experiences.
- I thrive equally on hearing both what worked and what didn’t, so please feel free to highlight the parts you really enjoyed alongside anything that didn’t really click for you.
So, the first quirk of this delightful campaign - The week right after I agreed to have the campaign, I got covid. Then got a cat, who was sick. Then got hospitalized and from being sick, again, then got sick again, then had car problems, and a bunch of other stuff that happened in the first two-four months of the campaign, so that was fun. And set me back a nice bit, heh.
Next, I’ll highlight some problems I became aware of on my end, in the early months of the campaign. When I planned this campaign, it was planned to be a fairly small mystery with about 3-4 clues to reveal that Orzo was behind it all, and then some kind of fight. However, very quickly after starting it began to occur to me that the number of discoverable clues per scene was tiny, in comparison to the number of players. Each plot scene was going to have only one clue... and there really would only be 4, maaayyybeee 5 big plot scenes.
This would have created a situation where one or two players would have discovered every clue and solved the mystery without any other characters/players being able to have time to get involved. So, I rapidly began to add new tidbits of clues and things to discover that weren’t in my original notes. The main four-five clues remained the same, such as the suspect's color, the flakes from the paint, and the type signature, but I basically added minor tie-ins when I could, every time someone used an investigation power.
This didn’t exactly extend the time though, just a quirk of the RP.
The second quirk I realized is that in all my planning, I failed to account for the simplest factor of all - Group Size. While I was prepared for the amount of posts I thought I’d have to write, and how long it would take me, I didn’t account for the fact that in a big group (12-16 players), it would simply by nature of existence, take time for everyone to post, especially with disparate time zones.
Not to mention my silly self genuinely just did not account for the amount of NPC interaction! Don’t ask me how, but it never occurred strongly enough to me that folks would want to actually interact so much with NPC’s, so I had to rapidly scale to accommodate this, and write these characters, heh. And as a side note, I somehow never planned to have the mythicals be interactable either and then realized that would be silly, so I quickly added them on the fly as interactable. Which worked very well for the plot overall.
(Fun fact! The original plot featured 0 mythicals and a scene near the end where players could pick 1-2 legendaries to 'recruit' for the last battle. However, having myths vs legends actually fit so nicely and had more relationship with respective users. Neat bonus!)
So, all that took my plan for a 1–2-month RP and helped stretch it to... well the one we got.
In the future, I now know to either make a smaller and dense mystery, or plan for a longer one better. I don’t know for sure I’d do another mystery, but if I did I would have a better idea of how to construct one for RP. Two of those things being number of clues and group size.
As a last note, I am aware some folks felt left behind or left out, due to time zone constraints, or being less active, meaning they didn’t quite get a chance to have as much impact. This is a tricky thing to address, as I don’t want to punish active and engaged players, but I also want to accommodate others within reason.
If anyone has suggestions for ways to theoretically balance the idea of mystery components/general engagement between disparate users, I am all ears!
So yeah, feedback away! Also feel free to ask any questions - planning, process, writing, plot, and mechanics and literally anything related to the RP is fair game too. Please don't feel pressured to offer some big-brained take if you can't. Any and all feedback is helpful, even just 'cool NPC, thx'.
Once again, thank you everyone for your patience and your efforts. All of you truly made incredible progress as writers and put out some amazing work. You should be proud and thank you for sticking with me on this wild ride, you were wonderful to RP with.
P.S. Hopefully once holiday craziness is done, I can squeeze in some epilogue stuff/goodbye posts!
Fun extras:
Soundtrack:
View: https://soundcloud.com/alexandre-darnay/sets/confronting-the-golden-king/s-jYsdNCdAKnf?si=bb737a0e086a42a194cf84f16473de48&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing
Sus list: (This was not 100% accurately tracked, especially as the campaign went on, but its fun anyways)
The battle sheet: (Please note; The battle sheet is not a true mathematical calculation or a balanced version of mechanics. It is much more like a flavor guideline to loosely inform how I might handle flavor for that turn, and to help me roughly keep track of who was doing what and said effects. Do not be surprised at damage outputs, as I frequently added more or less, even to the 'final' number, and I fudeged and rounded everything in favor of flavor. This is also why I stressed not to minmax and to cooperate.
My loose rule of thumb was multiple everything up by adding a 0 to the base damage, then slapping on some modifiers for STAB, SE, & etc. By the time I got near the end I basically was just winging it, which is why the last turn or so isn't even there. This document is just available for the funsies
https://docs.google.com/spreadsheets/d/1kNDygxSHfP-e3plx_a73lIrimTsehb9anpONnvAbkhs/edit?usp=sharing
Sus list: (This was not 100% accurately tracked, especially as the campaign went on, but its fun anyways)
Sussy times
docs.google.com
The battle sheet: (Please note; The battle sheet is not a true mathematical calculation or a balanced version of mechanics. It is much more like a flavor guideline to loosely inform how I might handle flavor for that turn, and to help me roughly keep track of who was doing what and said effects. Do not be surprised at damage outputs, as I frequently added more or less, even to the 'final' number, and I fudeged and rounded everything in favor of flavor. This is also why I stressed not to minmax and to cooperate.
My loose rule of thumb was multiple everything up by adding a 0 to the base damage, then slapping on some modifiers for STAB, SE, & etc. By the time I got near the end I basically was just winging it, which is why the last turn or so isn't even there. This document is just available for the funsies
https://docs.google.com/spreadsheets/d/1kNDygxSHfP-e3plx_a73lIrimTsehb9anpONnvAbkhs/edit?usp=sharing
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