- Joined
- Oct 16, 2021
- Messages
- 29
I usually fully support the idea of fostering RP between groups and prioritizing roleplay over mechanics whenever possible. However, the proposed changes seem to require more effort than the potential benefits might justify.
Stocking the Business:
Firstly, managing the stock in this manner could become tedious and detract from the roleplay experience. It risks making store RP feel more like a real-world job, which might diminish its appeal as a form of escape. The shop owner or manager would need to meticulously track employee activities and sales, potentially using spreadsheets or other out-of-character tools. This kind of micromanagement could break immersion, especially for players who signed up to engage in a bar or shop environment, rather than handle administrative tasks.
Additionally, the financial burden placed on the shop owner could hinder their ability to create engaging RP scenarios for others. The necessity to constantly reinvest earnings into supplies and business management may prevent them from initiating or supporting broader roleplay interactions. This could unintentionally create a more NPC-like environment for shopkeepers, as they would be preoccupied with maintaining stock levels and handling paperwork rather than engaging with other players.
For instance, a shop owner might want to hire a new player to clean the bar as a way to encourage them to return and build trust. Another example could be hiring a performer to entertain customers. However, in the initial stages of running a shop, these creative interactions might not be feasible due to financial constraints and the need to monitor employee trust, particularly under a system where there is little to prevent theft.
Active Stock in Containers:
I understand the distaste behind using the POS device and ordering system exclusively, but in my experience, running a business often involves more dynamic interactions. For example, we sought out better deals outside the standard CWU supplies, such as sourcing cheaper beer, acquiring drugs, or obtaining food items not provided by the CWU + a whole bunch of other shit.
On Industrial24, if you had inspected the containers in places like The Grotto or The Sinkhole when they were operational, you would have found them filled with items we sourced through player interactions, rather than relying solely on the CWU Ordering System. This allowed us to enrich our RP and that of others involved.
While the current system could certainly be adjusted to encourage more roleplay, the proposed changes might stifle the creative freedom that has defined past interactions. In the early stages, this could lead to a focus solely on business success, potentially at the expense of other roleplay opportunities.
Final Thoughts:
I understand that the CWU can sometimes feel like a real job, but shifting that responsibility to another group that may be less equipped to handle it won't resolve anything in the end. Instead, we should consider how to resolve this issue for everyone involved, ensuring that the experience remains enjoyable and immersive for all of us.
Stocking the Business:
Firstly, managing the stock in this manner could become tedious and detract from the roleplay experience. It risks making store RP feel more like a real-world job, which might diminish its appeal as a form of escape. The shop owner or manager would need to meticulously track employee activities and sales, potentially using spreadsheets or other out-of-character tools. This kind of micromanagement could break immersion, especially for players who signed up to engage in a bar or shop environment, rather than handle administrative tasks.
Additionally, the financial burden placed on the shop owner could hinder their ability to create engaging RP scenarios for others. The necessity to constantly reinvest earnings into supplies and business management may prevent them from initiating or supporting broader roleplay interactions. This could unintentionally create a more NPC-like environment for shopkeepers, as they would be preoccupied with maintaining stock levels and handling paperwork rather than engaging with other players.
For instance, a shop owner might want to hire a new player to clean the bar as a way to encourage them to return and build trust. Another example could be hiring a performer to entertain customers. However, in the initial stages of running a shop, these creative interactions might not be feasible due to financial constraints and the need to monitor employee trust, particularly under a system where there is little to prevent theft.
Active Stock in Containers:
I understand the distaste behind using the POS device and ordering system exclusively, but in my experience, running a business often involves more dynamic interactions. For example, we sought out better deals outside the standard CWU supplies, such as sourcing cheaper beer, acquiring drugs, or obtaining food items not provided by the CWU + a whole bunch of other shit.
On Industrial24, if you had inspected the containers in places like The Grotto or The Sinkhole when they were operational, you would have found them filled with items we sourced through player interactions, rather than relying solely on the CWU Ordering System. This allowed us to enrich our RP and that of others involved.
While the current system could certainly be adjusted to encourage more roleplay, the proposed changes might stifle the creative freedom that has defined past interactions. In the early stages, this could lead to a focus solely on business success, potentially at the expense of other roleplay opportunities.
Final Thoughts:
I understand that the CWU can sometimes feel like a real job, but shifting that responsibility to another group that may be less equipped to handle it won't resolve anything in the end. Instead, we should consider how to resolve this issue for everyone involved, ensuring that the experience remains enjoyable and immersive for all of us.