most of the reason for its failure was my failure as a mod to impose structure on it
but I think another big piece of the problem was that people just didn't want their characters to die
the idea behind it was that it would have rounds, each with a separate cast of characters, most of whom would die in the process
like, you know, a modern murdergame
but back then I think there really wasn't a concept of murdergames as a standalone thing
i think around 2009 i tried to run that crack jamjar game set in an animu con
but i should never run a game lmfao
but anyway, about the Fate/ game, I've been thinking about it because sometime in the years between when I left RP and now that I've sort of kind of come back, murdergames that go in rounds and most of the characters die have become A Thing
and I feel like part of the reason the Fate/ thing wasn't successful was that neither the players nor I as a mod had any model for what I was trying to do
I mean, my inspiration probably came from the CFUD spinoff Cry Wolf games, which I was a frequent participant in, but those were a noncanonical spinoff, regardless of what happened to your character they'd still be alive and well in the main game
so I feel like I was maybe ten years too early with that game and it might thrive in the current DWRP environment
which is not to say that I'm going to try to revive it, because I probably don't have the executive functioning required of a mod, and also everything in my life would have to stop being on fire for five minutes
at the moment it's hard enough to keep up with shit as a player
As someone who was in a Fate/ RP, it's really hard because it requires a lot of pairwork because of the master/servant concept, timezones, and communication
but it's really cool that you had had the idea so early on!
I remember it being fun and having fun. The problem was... yeah... there was no timetable for when to decide who died, or why.
bluecake: well I guess it was a good, like, two weeks
it's just that I see murdergame advertisements all over the place on my plurk timeline now and I think it's a funny culture shift
because I remember people being kind of resistant to the permanent character death concept
and to having it be randomly determined
and now that's just business as usual
in retrospect I should've volunteered Tohru to be killed first.
but yeah, you're right that the lack of timetable was an issue, which was partly me not knowing what I was doing, but also IIRC people didn't want it to be done by dice rolls so I was like "well I guess I'll just let people decide for themselves" and it didn't work
trying to please everybody all the time was another failure of my modding
no i didn't think you were; sorry if it sounded like i implied that
I think... yeah, also we let people app in whenever they wanted, iirc. There was no set 'round'. Or was there? Maybe I'm misremembering.
i just meant that it's really cool that you had an idea that that's how a fate/ game would have to work even if you weren't sure how to implement it until murdergames became popular
bluecake: I remember apps being closed after we got a certain set number of masters and servans
I definitely remember my intention always being to do it in rounds rather than as a continuous thing
sammywhatammy: oh, no, it's okay, I just get nervous about how I come across