Aug. 1st, 2019

AC Results

Aug. 1st, 2019 01:05 am
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[personal profile] inthenightmods
Activity results are in!

The following characters did not respond to AC within the given timeframe and will be swept:

Please let us know if there were any mistakes made!
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[personal profile] inthenightmods
Howdy everyone! There's a lot happening right now given that the intro log and OOC intro just went up, so let's get straight to business, shall we? We have a few game updates to share with you!

  • The game history page now includes the major plot points and discoveries from July! If you notice we've missed anything you think should be included, let us know down below.

  • The post office now has its own game page! You can submit ads to appear in the bulletin there, but you may also use the page for any other post office needs, such as sending mail, and... Sending mail! Say hello to the Postmaster General while you're there, fam.

  • The setting page has been updated to reflect recent discoveries! Huzzah! The map now includes some smaller structures that haven't earned true Location status (i.e. the barbed wire fence en route to the lighthouse) as well as player-made structures (i.e. the bridges built over the river). These will collectively be referred to as minor structures.

    Which, speaking of the bridges, characters can now safely cross that portion of the river without having to submit an exploration! Such is the benefit of a good, sturdy bridge. Like, still be careful not to fall in, but that crossing is now safe from modly interference. Fantastic work, everyone. You've defeated us for now.

    One small note: You'll notice that the museum appears on the map, though there hasn't been a location discovery announcement yet! And there's no description! What gives, mods? Well, that location has technically been discovered, but we're giving the players who did the discovering a chance to poke around a little before adding it to the setting page. When it's available to the public, we'll put up a location discovery announcement.

  • The housing page has been outfitted with a whole new set of available living quarters! The village includes 20 brand new housing options for you all, which should allow you to spread out a bit, or at least move to a proper house with multiple bedrooms.

  • The item requests page has had a few minor updates for clarity on item-requesting rules, as well as a reminder to return torches once you're done with them! This is mostly in relation to explorations; torches permanently placed in living quarters or around town can be kept in those places, well, permanently.

  • We've updated the FAQ to include more information about AC, as well as an explanation of how we'll be handling reserves going forward. There's no new info about that, but we're updating the pages to make sure everything's in order. If you don't know what we're talking about, see this mod announcement for more information.


And that's that as far as game updates go! Before we cut you loose, though, we wanted to talk a little bit about what to expect from In the Night in terms of pacing/speed as we move forward.

Firstly, we want to reassure everyone that we've tried to design the game to accommodate a range of playstyles, especially in regards to tagging speed. There's plenty of room for everyone to get to do cool stuff in this game, whether that means making discoveries during explorations, signing up for plot opportunities, organizing player-run projects, etc. Quite a bit has happened in this first month, as we've been blessed with a ton of proactive players, and we understand that that's just as exciting as it may be overwhelming.

It may not be immediately apparent from a player perspective, but we're doing our best behind the mod curtain to make sure that we're doling our plot opportunities and discoveries in a strategic way. We know firsthand how awesome it is to get to be part of something that matters to the game at large, and we try to spread new nuggets of information across as many players as possible. We'll absolutely reward those players that take initiative and get creative within the game, but we never want the plot to feel like a competition. We promise that it's not!

On top of that, we're always carefully considering how we pace new reveals so that we don't give away too much too soon. While a lot has happened already, this game is just beginning! There's plenty of neat stuff yet to come and no player is ever going to be too behind or too out of the loop to jump back in again. We encourage you all to throw spaghetti at the wall and try to get involved, but we want that experience to be fun for you, first and foremost.

In short, please play the game at whatever pace is most enjoyable for you! Allowing everyone the opportunity to leave their mark on the game is important to us, as that's one of our main goals for this game, and it's one of the reasons we decided to mod In the Night in the first place. If you're having trouble figuring out how to feel more involved with the game and its plot, we encourage you to get in touch with some of our other wonderful players. Use this post to chat with each other, if you like! We're sure your fellow players will be able to help you find your footing. Short of that, you're always welcome to drop us a line to spitball ideas for how to find your place in the game, too.

And lastly, here's a little glimpse into the future: These first two months of the game leading up to the lighthouse expedition is sort of like the game's prologue. That is, things are going to be fairly plot-heavy up through the event at the end of the month, but never fear! The plot will mellow out a bit after this stretch, settling into more of a marathon pace than an all-out sprint. Come September, characters (and players!) will be given some breathing room to digest everything that's happened up to that point. The overarching plot of the game will be given a less nebulous framework following this month's event too, which should help ease characters (aaand players!) into the idea of being "in it for the long haul" as opposed to "ah heck we gotta solve the everything right now".

Anyhow, the big takeaway here is this: Don't worry, we're just getting started.

It's been an utmost pleasure thus far, players, and we're so excited for the future. Thanks for bearing with us through this first month, and we mods are so genuinely blown away by the encouraging, collaborative atmosphere that you folks have brought to the game. We couldn't have asked for a more stellar playerbase.

That's all for now, folks! Drop your questions below if you're got 'em, and go have fun on the intro log. 👍

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