Say, piecewise, there's a bit of a problem one of the bigger, older games is having with things like balance and handling tons of players. Would you be interested in advising them on how to fix it?
Mind if I ask which one that would be? The only I could even guess is the one magical girl game I think you're in?
Correct.
Okay not arguing anymore
*Continues to argue*
I know, right? I might debate up a storm, but at least I actually leave when I say I do.
Theres a difference between arguing and clarifying a final point.
It's not "clarifying a final point" if you keep arguing after that, now is it?
Then youd be wrong. pill machine is easily predictable. Testing, trial, and error is likely to prove me right.
Reread my post and you'll note an "at the moment". We don't understand the pill machine, and without testing we're not going to. That's why we need to test it to figure out what we need to put in the pills to make the modifications we want.
Pill machine upgrades are already available to everyone on haphaestus, all you gotta do is prevent Simus from shutting you down because you forgot to ask for permission.
I mean that we'd have some shipped to the Sword somehow and added to the Armory.
Which game is this and what is the probnlem they are having exactly? Because the easiest two ways of helping if they're just havning prohlems keeping up is
1.reduce the number of players
2.reduce the number of rolls/hte complexity of the rules. Less rolls, less book keeping, less hassle, etc.
The game is RotMG. The problems are...well, it's hard to agree on what they are, but it's generally agreed that big ones are lack of balance and lack of cohesion. Not helping matters is that the rules are basically nonexistent, so whenever we come to a combat whoever's running that plot has to make up his own rules. Oh, and the GM's almost never there, so the players are running the asylum.
We're thinking that cleaning the slate and starting over might be an important part of the solution.
If theres anything my games have taught me it's that great balance isn't technically required to have a fun game. you just have to have some semblance of it and then adjust on the fly.
as per rules I would say they should at least have a hard set of core rules bout how the game should work. Start like this:
1. What exactly is the experience you want to be giving your players, what are the major mechanics of the game. Because those are what should inform the rules and how they're handled. A game that emphasizes combat should handle and be built very differently from a free running or political intrigue game.
2. Gather up some examples of experiences similar to the one you want your players to have. In this case, watch MG anime and keep a list of things you thought were cool and that you'd like to happen in the game.
3. Play around with rules and methods that would allow the stuff in step 2 to be translated into game form with at least a framework of objective, deterministic rules. For instance, In perplexicon, interpreting the effect if spells was entirely subjective and left to the GM, but how you cast those spells was all nice hard rules, and that casting process provided enough input that you could be reasonably sure what you'd get.
4. Run tests, ask for feedback, tweak what doesn't work.
Hell, if you wanted to explain to me exactly what goes on in this game I would be willing to give writing up a set of rules a shot, though no guarantee it would please anyone.