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Lightbringer
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Question: Timeskips, how do we feel about them? They'd be a month at max. I'd warn you guys that when we go into the night it will be a timeskip, so no sudden scene halts. Also, how do we feel about me initiating random events to keep up activity? (Eg: Drought, animal attack)
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Lightbringer
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I like time skips just make sure everyone is fine with one. random events make the roleplay more exciting.
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Lightbringer
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I mean- We can do whatever you guys want. If everybody is happy with this method it'd help with sorting out the pairings. Nirvana_Sky said: Crazydayz said: I don't object to this, just double check with all the character owners first Nirvana_Sky said: Crazy you can accept or refuse. But the spinner has chosen these pairings! Lynxtuft x Ash Willow x Jarek Ivory x Sikunguak Kalevala x Shashlik Please don't be mad at me. This is all at random.
Shit I was just doing it for giggles and see if people would want it. Maybe pin it and be like you likey or no likey.
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Darkseeker
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Crazydayz said: Question: Timeskips, how do we feel about them? They'd be a month at max. I'd warn you guys that when we go into the night it will be a timeskip, so no sudden scene halts. Also, how do we feel about me initiating random events to keep up activity? (Eg: Drought, animal attack)
Eh timeskips are iffy on my part. Especially if something major happens and then we go to bed then a time skip. I don't like it. If we need it okay. Random events I don't mind. As long as their not one after the other.
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Lightbringer
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I was thinking that the time skips would only be used when needed to advance the plot. Eg: The lengthly timeframe between the elder being killed and the ceremony.
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Darkseeker
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Crazydayz said: Question: Timeskips, how do we feel about them? They'd be a month at max. I'd warn you guys that when we go into the night it will be a timeskip, so no sudden scene halts. Also, how do we feel about me initiating random events to keep up activity? (Eg: Drought, animal attack)
For time skips, as long as they're reasonable and don't skip over anything significant, I think most people would agree. Just to confirm (and I know this might sound dumb, I'm just clueless in general lol), when you say "when we go into the night", you mean the day is over in the roleplay, right? Not irl? Random events would totally help the roleplay. They can even push the storyline to the plot twists we need. Another thing that I think we need to address is that wolf pup mortality rate is 40%-60% (or at least, that's what the online sources say. It could be even higher.) This could allow us to create pups that inevitably die (not including the ones we've created, assuming that we don't want them to die quite yet), because I'm not sure if it's realistic for such a large pack to have such few pups. Alternative plot twist that could come out of this: a pup death turns out to not be an accident.
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Lightbringer
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Ooh, interesting! I was thinking the pup mortality may be a bit lower due to such a large pack protecting them but we could always add in a few pups to be killed. Also, yes, I do mean the night in the roleplay setting. Wolf's Bane Pack said: Crazydayz said: Question: Timeskips, how do we feel about them? They'd be a month at max. I'd warn you guys that when we go into the night it will be a timeskip, so no sudden scene halts. Also, how do we feel about me initiating random events to keep up activity? (Eg: Drought, animal attack)
For time skips, as long as they're reasonable and don't skip over anything significant, I think most people would agree. Just to confirm (and I know this might sound dumb, I'm just clueless in general lol), when you say "when we go into the night", you mean the day is over in the roleplay, right? Not irl? Random events would totally help the roleplay. They can even push the storyline to the plot twists we need. Another thing that I think we need to address is that wolf pup mortality rate is 40%-60% (or at least, that's what the online sources say. It could be even higher.) This could allow us to create pups that inevitably die (not including the ones we've created, assuming that we don't want them to die quite yet), because I'm not sure if it's realistic for such a large pack to have such few pups. Alternative plot twist that could come out of this: a pup death turns out to not be an accident.
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Darkseeker
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Crazydayz said: I was thinking that the time skips would only be used when needed to advance the plot. Eg: The lengthly timeframe between the elder being killed and the ceremony.
Only when everyone agrees. Like, legitimately nothing significant happens. However, this could pose some issues to developing romantic relationships, because lengthy time skips could result in two wolves going from being friends to suddenly loving each other. In the end, it depends on the situation and whether everyone agrees or not.
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Lightbringer
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Thanks for bringing that up! I'll definitely consider that. Wolf's Bane Pack said: Crazydayz said: I was thinking that the time skips would only be used when needed to advance the plot. Eg: The lengthly timeframe between the elder being killed and the ceremony.
Only when everyone agrees. Like, legitimately nothing significant happens. However, this could pose some issues to developing romantic relationships, because lengthy time skips could result in two wolves going from being friends to suddenly loving each other. In the end, it depends on the situation and whether everyone agrees or not.
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Lightbringer
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Okay, another idea, I'll probably need to implement this one. Me narrating the time frame every so often so we don't get stuck on one day like in some roleplays. Eg: It is a frosty morning | The sun is at it's highest point by now. All wolves should be awake and active | The sun is setting, wolves should start heading back to camp
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