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TOPIC: event end times
#11746
event end times 5 Years, 2 Months ago Karma: 8  
A suggestion from the weekend was for 66 hours to finish late Saturday night and basically get up, have breakfast, debrief and go

what do people think about this idea?
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#11747
Re:event end times 5 Years, 2 Months ago Karma: 12  
I don't think this is a bad idea.

The big finale usually happens on Saturday night when it's a lot more atmospheric which leaves Sunday as a slightly forced "tidying loose ends" situation when everyone's knackered and maybe already thinking about that dreaded Monday. This can, perhaps, lead to adventures being slightly anti-climactic.

That said, if this were to happen, I'd like to see Saturday night go on for a bit longer and get a lie in on Sunday.
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#11748
Re:event end times 5 Years, 2 Months ago Karma: 11  
Id agree finish 2AM ish in character.
No time out just a drift out of character.
Breakfast at 10AM with a after breakfast debrief then pack up and go home.

Did it once killing the big baddy on the Sunday (Mist Lord) when every ones at full power etc.it works but I think as a player most people prefer to succeed at their primary mission when they are stretched to their limits.

From a Ref point of view it makes writing easier making sense of Sunday plot wise generally is only a filler you could of used somewhere else
Getting crew motivated on Sunday is hard as they are usually knackered.

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#11749
Re:event end times 5 Years, 2 Months ago Karma: 6  
Agreed, I don't like Sundays.
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#11751
Re:event end times 5 Years, 2 Months ago Karma: 14  
I would also be in favour of finishing late (2am) Saturday night, both as a player and a ref.

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#11753
Re:event end times 5 Years, 2 Months ago Karma: 26  
If this is as a general idea rather than for a specific event, I have to say that I'm a player who enjoys having the last sunday to roleplay, and I dislike finishing early/people drifting OOC on Saturday night.
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#11754
Re:event end times 5 Years, 2 Months ago Karma: 9  
I agree about finishing at 2am but also agree with Sarah about the issue of drifting OOC.

I guess a solution might be to have the potential for encounters to occur beyond 2pm (till say 3) to keep people on their toes. I'd have thought that 3 would be late enough for all but the hardened alco's!

The player ref should of course be ensuring that OOC drift doesn't occur in the first place.

R.
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#11755
Re:event end times 5 Years, 2 Months ago Karma: 8  
I agree about finishing late, both as an inexperienced player, and a (slightly) experienced monster.
Sundays really are danger-free, and less atmospheric, and end up finishing the event on a 'aaaand relax moment' rather than a 'WOW, THAT WAS AMAZING' feeling.
Finishing at three would still leave you with 8 hours sleep before driving that long trek back home to the dreaded monday.
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#11756
Re:event end times 5 Years, 2 Months ago Karma: 14  
I agree that if we choose this route then between midnight and 2am should be the norm finish time, rather than before then, to avoid a 10pm finish creep or similar. It should also be made clear (and re-enforced by the Player Ref) that you remain IC until you wake up the next day to avoid OOC creep.

After doing HQ for circa 23 years Sunday has never really done it for me and has always felt superficial; by the time you get up and have breakfast its between 9 and 10 and we generally finish by 12. So for the extra 2-3 hours / encounters you might get I would rather get home early to prepare for the forthcoming week.

And let us not forget the hard working refs who generally have to stay behind and pack up etc after Time Out and can often not leave site until circa 2pm, getting home 5 / 6 ish.

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Last Edit: 2012/07/24 21:32 By bruced.
 
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#11761
Re:event end times 5 Years, 2 Months ago Karma: 14  
Being a night owl I love to fight on into the small hours and get up late.
However, this might be an issue for the drivers who might be even more strung out for the drive home.
Also if you were at the base you would probably get players going to bed leaving reducing numbers as the night wore on.
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