Undrask
Scholar
This might have already come up, but I just now thought of it and I think its clever, so indulge me!
As a member of a Plot team, your job is basically figuring out how to keep your paying players entertained with the limited resources available to you. The most important resource you have is the NPCs. I've figured out a few quick and easy metrics to help any member of a plot team figure out how well they are managing the NPC resource and how engaged they are keeping the players.
Total hours (t): This is the total amount of manhours that the PCs have to be filled by Plot. It is equated by # of PCs * total active hours in the weekend (around 27-30 hours). That means if there are 10 PCs and 27 hours, you have 270 t.
Engaged hours (e): This metric is the number of hours you are actively engaging the players with mods, roleplaying, or anything else that keeps them entertained. This metric is equated by # of PCs entertained * # of hours they were entertained. That means a standard mod of 6 players playing for an hour would be 6 e.
NPC hours (n): This is the total number of man hours you have available at NPC camp. This is usually a smaller number than your t value and thus you have to use your NPCs efficiently! You equate this metric by # of NPCs * total active hours in a weekend.
Used hours (u): This is how many manhours you are using in a mod or event. This metric is equated by # of NPCs used * # of hours they are being used. If you use 5 NPCs for 2 hours, you have u 10.
e/t is a display of how full your weekend is and how entertained your PCs are. Having a higher value in this metric is generally a good thing, but giving your PCs TOO much to do might wear them out or not allow them enough time to indulge in personal affairs. A ratio of 1/2 is generally a good target; below 1/2 is a little boring and above 1/2 might be a bit overwhelming. As you put mods together, keep a tally of this metric running and keep your goal in mind.
t/n is a good general function of what the AVERAGE ratio for mods should be. It shows, on average, how many PCs your NPCs should be entertaining at a time.
e/u is a function of how NPC efficient a mod is. This is a good way of keeping in mind how well you are using your resources from camp. For low value ratios, you should use the remaining NPCs from your camp judiciously with the rest of the town. Trap, puzzle and spectacle mods all have great e/u values because they only require one or two NPCs to marshal or roleplay the event. It is even possible to have a 0 value for an event by giving players a or player motivated event such as decoding a journal, looking for clues, feuding or anything that doesn't require marshal intervention. By sparking PC roleplay and interaction, you can use very few or even ZERO NPCs and keep a good number of PCs engaged in plot.
e/n shows how well you used your resources over the weekend and is ultimately the best metric of how well you managed the use of NPCs.
The purpose of these metrics is not to say that there is a definitively "right" and "wrong" way to run an event, but rather serve as a good reminder and guide of how you as a desk jockey or other member of a plot team can most effectively service your players.
It is not a magical tool that wil make stories more compelling or make weekends more magical. Those are the things that Plot does with their imagination and love for the players. However, these metrics CAN quickly and easily tell you how much of your playerbase is being engaged, and thats one of the most important factors to keep an eye on (and is frequently forgotten).
What are your thoughts on what the distributions should be? Do you think you'll use these as an aid for weekend planning?
As a member of a Plot team, your job is basically figuring out how to keep your paying players entertained with the limited resources available to you. The most important resource you have is the NPCs. I've figured out a few quick and easy metrics to help any member of a plot team figure out how well they are managing the NPC resource and how engaged they are keeping the players.
Total hours (t): This is the total amount of manhours that the PCs have to be filled by Plot. It is equated by # of PCs * total active hours in the weekend (around 27-30 hours). That means if there are 10 PCs and 27 hours, you have 270 t.
Engaged hours (e): This metric is the number of hours you are actively engaging the players with mods, roleplaying, or anything else that keeps them entertained. This metric is equated by # of PCs entertained * # of hours they were entertained. That means a standard mod of 6 players playing for an hour would be 6 e.
NPC hours (n): This is the total number of man hours you have available at NPC camp. This is usually a smaller number than your t value and thus you have to use your NPCs efficiently! You equate this metric by # of NPCs * total active hours in a weekend.
Used hours (u): This is how many manhours you are using in a mod or event. This metric is equated by # of NPCs used * # of hours they are being used. If you use 5 NPCs for 2 hours, you have u 10.
e/t is a display of how full your weekend is and how entertained your PCs are. Having a higher value in this metric is generally a good thing, but giving your PCs TOO much to do might wear them out or not allow them enough time to indulge in personal affairs. A ratio of 1/2 is generally a good target; below 1/2 is a little boring and above 1/2 might be a bit overwhelming. As you put mods together, keep a tally of this metric running and keep your goal in mind.
t/n is a good general function of what the AVERAGE ratio for mods should be. It shows, on average, how many PCs your NPCs should be entertaining at a time.
e/u is a function of how NPC efficient a mod is. This is a good way of keeping in mind how well you are using your resources from camp. For low value ratios, you should use the remaining NPCs from your camp judiciously with the rest of the town. Trap, puzzle and spectacle mods all have great e/u values because they only require one or two NPCs to marshal or roleplay the event. It is even possible to have a 0 value for an event by giving players a or player motivated event such as decoding a journal, looking for clues, feuding or anything that doesn't require marshal intervention. By sparking PC roleplay and interaction, you can use very few or even ZERO NPCs and keep a good number of PCs engaged in plot.
e/n shows how well you used your resources over the weekend and is ultimately the best metric of how well you managed the use of NPCs.
The purpose of these metrics is not to say that there is a definitively "right" and "wrong" way to run an event, but rather serve as a good reminder and guide of how you as a desk jockey or other member of a plot team can most effectively service your players.
It is not a magical tool that wil make stories more compelling or make weekends more magical. Those are the things that Plot does with their imagination and love for the players. However, these metrics CAN quickly and easily tell you how much of your playerbase is being engaged, and thats one of the most important factors to keep an eye on (and is frequently forgotten).
What are your thoughts on what the distributions should be? Do you think you'll use these as an aid for weekend planning?