No, it's a perfectly understandable question, especially since they can be run a lot of different ways! I'm one of the mods so I can explain it all.
Generally most plots are log-based. Most are opt in so nobody is forced to do anything they don't enjoy, though there will be the occasional gamewide, but we'll try to provide some variety in those. That means after people volunteer for certain tasks in the plots, we'll usually divide people into teams. (Typically 2-3 characters per teamso nobody really gets hung up on someone tagging slow).
For anything that has to have a really limited number of people, if we get more volunteers then it can handle, we'll RNG. While we'll try to give people plenty to do in plots, for these smaller roles, people have to demonstrate a certain level of activity to be in the RNG pool (or would have to be new so new players can jump in), so we don't have situations where really inactive players get them. Rather than having a really high AC, we're sort of going on a rewards system where higher activity is rewarded. The limit for that is pretty low though, so it's not too hard to make, and we still will always give everyone lots to do in general. It's not a system where the highest activity is rewarded. You just have to make 100 AC points and everyone who makes 100+ is in the pool.
Most major info for plots is OOCly delivered on the ooc comm as per the usual, and ICly delivered through the network so all the characters can get it and discuss it with each other, allowing for characters to have a nice and easy place to plan things together so they can influence the outcome of the plot. I actually have good example of that here and here. That was where the characters all planned out solutions to the plot we were running at the time.
As far as other info, the npcs will often give IC information on plots and sometimes help the characters organize solutions, but usually they're just working off of all the things the characters and players came up with.
We also very much believe in having flexible outcomes for plots. While we do oocly offer multiple possible solutions to a plot if players are having trouble coming up with one, we try to provide a variety of solutions and possible outcomes so people have a choice -- and are always willing to see if we can run with something out of left field if the playerbase comes up with something we didn't think of. As a rule, we also prefer to set up plots so the PCs are the ones that ultimately solve the problems with the npcs supporting them rather than the npcs themselves solving the plots or pushing any specific endings.
So it's pretty easy to jump into things and we definitely provide places for players to plot together OOCly and ICly on the network. And while we will toss the occasional surprise at people, we also try to give a lot of information ahead of time so players have a lot to work with before they even jump in.
no subject
Generally most plots are log-based. Most are opt in so nobody is forced to do anything they don't enjoy, though there will be the occasional gamewide, but we'll try to provide some variety in those. That means after people volunteer for certain tasks in the plots, we'll usually divide people into teams. (Typically 2-3 characters per teamso nobody really gets hung up on someone tagging slow).
For anything that has to have a really limited number of people, if we get more volunteers then it can handle, we'll RNG. While we'll try to give people plenty to do in plots, for these smaller roles, people have to demonstrate a certain level of activity to be in the RNG pool (or would have to be new so new players can jump in), so we don't have situations where really inactive players get them. Rather than having a really high AC, we're sort of going on a rewards system where higher activity is rewarded. The limit for that is pretty low though, so it's not too hard to make, and we still will always give everyone lots to do in general. It's not a system where the highest activity is rewarded. You just have to make 100 AC points and everyone who makes 100+ is in the pool.
Most major info for plots is OOCly delivered on the ooc comm as per the usual, and ICly delivered through the network so all the characters can get it and discuss it with each other, allowing for characters to have a nice and easy place to plan things together so they can influence the outcome of the plot. I actually have good example of that here and here. That was where the characters all planned out solutions to the plot we were running at the time.
As far as other info, the npcs will often give IC information on plots and sometimes help the characters organize solutions, but usually they're just working off of all the things the characters and players came up with.
We also very much believe in having flexible outcomes for plots. While we do oocly offer multiple possible solutions to a plot if players are having trouble coming up with one, we try to provide a variety of solutions and possible outcomes so people have a choice -- and are always willing to see if we can run with something out of left field if the playerbase comes up with something we didn't think of. As a rule, we also prefer to set up plots so the PCs are the ones that ultimately solve the problems with the npcs supporting them rather than the npcs themselves solving the plots or pushing any specific endings.
So it's pretty easy to jump into things and we definitely provide places for players to plot together OOCly and ICly on the network. And while we will toss the occasional surprise at people, we also try to give a lot of information ahead of time so players have a lot to work with before they even jump in.
Does all this help?