Re: The Lounge III
Well the ship crew idea I have has extra benefits like the great opportunity for meaningful NPC crew and NPCs to be in the storyline, which keeps the genepool of the active entities evolving and present. Established patrons, enemies, etc, keep a world fleshed out and far easier for new players to come and go and remaining players to have less of a loss when someone disappears. If I get a shipyard built and run, it remains in the world doing whatever with or without me; along with its funding patrons, investors, business rivals, employees, etc. A living world model really does help address these issues. We've got a steampunk community board out there somewhere, maybe we should tug some sleeves there as well.