
I want to get a health check-up. If the roll mentions my 'sanity' or whatever, then I'm really insulted given what just occurred--is that not what I would assume?
I blame the late hour I was typing at.
The point of the "sanity" remark was more based on "what the heck just happened".
Well. For starters: Define where or what in the world I'll be looking at--details of the scene, and whom I'm meeting.
Sure thing.
Personally: I feel cut off. Left out. Shunted to the side because of this 'plot'. Personal experience dictates a non-linear motion, instead of a linear plot as the best non-stress way out. If you've to rail your players on a line, give them choices instead of leaving them with one or two sentences to work on! There's only so far I can RP with....given how much i've received. >_>
Sorry. I'm...not good with this "gather the characters" part.
I know, I know; "Then why did you have so many characters, scattered over the Japanese islands?" I dunno.
Edit: For the location and priorities, you could hand out what the player character knows from her time and experience in the 'game' world. Like, 'you remember x, y, and z nearby where you live, but there is also a X that would cater to your needs better' or something like that.
I'll try to keep that in mind. If I stop typing significant portions of turns in the midnight region, I'll probably succeed!
Half the part of running a game is frequent updates. Failing this is the most common way for a game to die, via GM inactivity.
The other half is giving the players a plot hook to latch onto. Without a plot hook, people just kind of wander around, and eventually lose interest. Give them something to do, a short-term goal to try and a longer term one to work towards, and you'll keep them engaged.
I mean, right now, I'm not really sure what the players are actually supposed to do.
My Super-Secret GM Plan of [REDACTED]
TM:
1. For the rest of the day, have players try to start figuring things out.]
2. Tomorrow, start drawing the characters into one or a few groups.
*scrawled in the margin* 2.5. Have Knowledge Mage explain some stuff about magic.
3. Start the Plot in earnest. Like, the meat of the plot, not the exposition.
If updating the game at a 'bad' time such as midnight, the senses and the rational sanity is dulled. Writing isn't that good given how I see the pattern weaves in GWG's case--while artists do have their preferred time of day for their work, I can readily say that midnight work isn't his forte.
You can say that again.
For the late-night bits of the intro, a lot of it was being tired of not having it started, but part was also that I didn't notice how late it was.
For last night...well, I hadn't updated in a couple days, and I didn't want to leave it unupdated.
I apologise for the double post in advance.
But....new update! *squee*
...

One question GWG, when you said that I noticed something was wrong, did you mean with me, given that I just electrocuted my parents, or with my father given that he is clutching his chest? Or both?
More the latter. But yeah, slowing down might not be a bad idea.
...Rolling for you to accidentally figure out how to turn off your alternate form would also be a good idea.
It may take Kaia a while to get over the shock of the accident, as she isn't dealing with it very well at the moment. I may have to speed it up a bit so that I'm not spending five or six turns just freaking out.
Yeah...I'd say I need to work on pacing, too.
Mine is "I want my mommy and daddy back..." Though OOC me thinks their probably dead.
What on Earth gave you that idea?
*attempts to look innocent*
Before I write up a mini- or bonus or repair-turn, whatever you want to call it, is there anyone else in desperate need of clearing-up or something?