** Operation
I checked the forums regularly for two weeks. At least twice a day. That's obvious, but it's important. Threads can go fallow. Mine might have, if it hadn't attracted enough interest. I could at least make sure to hold up my end.
I tried to lay out the ground rules from the start. I didn't say "Hey, this is my thread, you can post too!" I posted a description and then asked, explicitly, "What should I do now?" In fact, my first question was even more straightforward: "Should I explore the crater or head towards those buildings?" That was pure pump-priming. I wanted to make sure *somebody* would post *something*, and the more interesting choices would come along later.
In retrospect, I should have been even more explicit. I designed a scenario which worked by the standard Myst rules: you are here, you are alone, you have nothing but what the Age provides. You can't run home for a rope or a wire-cutter or a grappling hook.
Really, of course, those rules make no sense in Uru. There's no in-character reason why you *can't* bring a flashlight to Eder Gira, or a ladder to Negilahn. We accept those restrictions because that's the way the game is.
The forum *doesn't* impose those restrictions, and a lot of the early suggestions blew right through them. I had to fill in all the ground rules with barely-in-character dictat: "I'm not carrying things into the Age. I can't carry much of anything up that hill. I'm not athletic. I'm not allowing anybody in to help me." Which demonstrates why I chose first-person POV! But I should have explained all that at the beginning.
The good news is that, again, players will happily play along -- once they understand the rules.
And they'll *also* play along with *breaking* accepted rules. You will often hear this: "Don't say anything that contradicts what people see on their screens." Plum Lake is an experiment in violating that. (In a controlled way!) I posted that I found a new Linking Book. I posted that I'd visited a new Age. I can't put that Age on your screen. But people were willing to go with it, because it was interesting and they felt involved.
(It's true that I restricted it to a forum and thread with the "fanfic" label. I didn't spend time in-Cavern talking about Plum Lake. Maybe I should have. Did it get discussed in any Bevin rap sessions? I am curious.)
The one ground rule I *did* explain early was that I'd accept exactly one suggestion at a time. This was important, because I'd already gotten two simultaneous suggestions that would both produce interesting results! I didn't want to follow them both in sequence. I would have had to put several actions occurring in one post. That would have been long and hard-to-follow; I was afraid that it would drive people away. But I didn't want any ideas to fall through the cracks either. So I said explicitly that people should feel free to re-post suggestions I'd skipped.
That worked out well. But as it turned out, "exactly one suggestion at a time" was too rigid. I wound up following this rule: "Answer all descriptive questions, and try all the suggestions that *don't* work. (Explaining why not.) Then follow exactly one suggestion with an interesting result."
I also intended to follow a strict post-wait-post-wait cycle. But in a few places, I diverged from that. One game element (the crystals) required observation over a long period of time. But I knew nobody was going to suggest "Do nothing!" So I posted an outcome, waited a bit, and then posted "I just noticed something odd..."
(This was a good way to turn a failed suggestion into a good one. Instead of saying "I can't do that to the crystals", I was able to turn it into this sort of double-post, with an observation.)
I also double-posted in a couple of cases where (a) there was no more to do in that area and (b) there *was* something obvious to do elsewhere. I waited a few hours for someone to say "Give up and try elsewhere," but after a certain point I just moved myself along.
** Finally
This is Age creation.
I've got Plum Lake in my head. Some of you do too, now. Maybe someday I'll model it and put it into the Uru graphical engine. But I don't have those tools, and I may never develop the skills. I didn't wait. I opened the Age.
We think of the benefits that Age creation tools will confer. Those benefits are real. A forum post can't create the sense of presence that a 3D graphical environment evokes. But then, a 3D graphical environment isn't real life, either.
I've said that Age creation may become the true way for Uru players to tell Uru stories. Other people have said this too. I still think it's true. I also think that it's just as true for prose Ages as for 3D-modelled ones. They're not the same medium, but both can support ideas and experiences.
Choose your rules and go for it.
_________________ Andrew Plotkin -- Seltani founding member
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