Post by trollageddon on Feb 22, 2019 9:18:34 GMT -5
Staff animation came up in another thread that I quite liked created by purg. Good topic. In my mind, animations can be classified into a few general categories, meaning that that the staff are sending a room echo to add flavor, staff are sending you a warning sign because they're trying to help, you're pursuing a RPT and staff are attempting to help drive plot, or you've wished up and staff are responding.
In my opinion the overwhelming majority of staff animations are semi-random echos. Sometimes I think staff are just really really bored. I usually know how to handle these, I think. I feel like if a staff member is watching you, it's polite for them to let you know that they're watching me. I just try to give them some polite indication that I know they're watching me. Easy.
With HRPT, you've signed up for that and know what you're getting into. Detestably, staff animations are what motivated you as a player to go on the RPT in the first place. And then likewise if I've wished up, I brought that on myself. These are some of my favorite animations. This is when the game feels most like a tabletop to me.
I guess where I get confused is the "warning" animations, when staff is trying to deliberately let you know that danger is ahead. I'm kind of confused about the expected response? I recently read a post by someone who said that a lot of times people just run the heck away from this. This is what I do. Here's my rationale: my character is riding into a wasteland populated by raiders, cutthroats and man-eating beasts armed only with primitive weapons. Ergot my character is already nervous.
Something gives my character the impression that the danger is worse than usual. Isn't running the heck away what you're supposed to do? I'm not really trying to push that point, but I just always genuinely thought that characters were supposed to flee from danger, absent some specific motive to approach danger.
Qwerty and Lyse both have staff experience. Anyone else? Is running the expected player response?
In my opinion the overwhelming majority of staff animations are semi-random echos. Sometimes I think staff are just really really bored. I usually know how to handle these, I think. I feel like if a staff member is watching you, it's polite for them to let you know that they're watching me. I just try to give them some polite indication that I know they're watching me. Easy.
With HRPT, you've signed up for that and know what you're getting into. Detestably, staff animations are what motivated you as a player to go on the RPT in the first place. And then likewise if I've wished up, I brought that on myself. These are some of my favorite animations. This is when the game feels most like a tabletop to me.
I guess where I get confused is the "warning" animations, when staff is trying to deliberately let you know that danger is ahead. I'm kind of confused about the expected response? I recently read a post by someone who said that a lot of times people just run the heck away from this. This is what I do. Here's my rationale: my character is riding into a wasteland populated by raiders, cutthroats and man-eating beasts armed only with primitive weapons. Ergot my character is already nervous.
Something gives my character the impression that the danger is worse than usual. Isn't running the heck away what you're supposed to do? I'm not really trying to push that point, but I just always genuinely thought that characters were supposed to flee from danger, absent some specific motive to approach danger.
Qwerty and Lyse both have staff experience. Anyone else? Is running the expected player response?