I'll have as much time as I need for ATM2 because I'm in the process of whittling down my involvement to ONLY rpgs that I'm already a part of. So when doesn't matter to me.
Here's my view on what WE CAN DO, and is based on what some of us have been doing:
Anakron and Panakeia have a built in plot to follow, based in who they are. We know our characters well.
Diamond has a very clear idea of who Skittles is, and thus her character has a lot of focus.
Hookbill has a clear idea of what gets Smilog going (or its opposite), and has done a rather good job of surrounding Smilog with sub-characters that help Smilog be Smilong to the greatest effect.
You guys might find it really, really helpful to figure out what it is that motivates your characters, and also give them whatever sub-characters set them off the best.
Anakron has Panakeia for angst value (who is thankfully written by someone else), and Lugnut for comic relief (of a sort).
To sum up, I can keep going now, and stand in for Feanor with the general idea that we'll be able to kind of wave the magic wand and do all the negotiating we need in short order when we're good and ready to, and in the meantime, let your characters romp with the anakronisms. Or, I can wait and start back up later; I know my character. In the interests of most of the players, it seems like maybe it ought to keep going now....
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