Monomods (
monomods) wrote in
superhighschoollevelooc2014-02-19 11:11 pm
Feedback Post!
Hello darlings, sorry this has been so long in coming! We wanted to make sure that we had everything straight for what we’re going to change and what we’re going to keep the same. So bear with us while we run down the proposed changes, and absolutely feel free to give your own feedback in the comments. This post is open for everyone to reply to, not just players from round one, but anon commenting is disabled.
Overall, the trial system will remain unchanged in round 2. However, along with our overall more strict look at activity, we’re going to be much more strict about the required tag-in count. Remember, temporary hiatuses are still just fine as long as we the mods know about them. If you completely miss an investigation and trial without telling the mods, we will contact you about your character becoming the next victim.
The investigation system also seemed to come down to almost an art form by the end, so that too will remain mostly unchanged. However, one thing is that the amount of Evidence Bullets to be found will be stated at the beginning of the investigation, with a running tally being kept as the investigation progresses. This is to attempt to sustain activity through the investigation.
Death Rolls will be done on Sunday of the week before that death is slated to happen. This will effectively give the involved parties two weeks to hammer out the details of the crime, as opposed to the 3-5 days we tried to go for this round. This is simply because some of our best murders in round one were the ones that were planned more extensively, and we want round 2 to be even better than round 1.
There will be far fewer NPCs, especially in the endgame. We can’t say much plotwise, but we can say that aside from our beloved series mascot Monobear there will only be one other major mod-played NPC in the game.
There also won’t be any Hope Stars to turn in for regains. Instead, we’ve come up with a new system that involves much less HTML and mod tears. Every 20-comment thread will be worth a monocoin to be used in the Monomono Machine, which will be stocked with regainable items from the player characters. Unfortunately, it’s also going to be stocked with 90 other items from the actual Dangan Ronpa games. With every thread, there’s a 1/10 chance of regaining a player item, and a one in two chance of regaining one of your items.
Additional app sections: there will be two new sections, and an additional requirement for a third.
Character Underwear - exactly what it says on the tin. What kind of drawers does your character wear?
Regainable items - a list of five physical items from your character to go in the Monomono machine.
Canon Point - since round two will have memory loss, we ask that you give us two canon points, one that your character will remember and one that they will eventually regain memories of. Characters reapped from round 1 will automatically have “Post-round one of DRP” as their second canon point, although you are allowed to choose an earlier point for their first canon point. This includes SDR2s and DR1 survivors who appeared in round one. Round 1 reapps (that is, the 20 player characters, not counting DR1s and SDR2s) will count as their own canon, meaning that there is a “cast cap” of four round 1 reapps for round 2. More details on these sections and who’s appable and who’s not when we get the new app written up.
Round 2 will have 30 available character slots. In addition, we’re raising the cast cap to four characters per canon/company.
Round 2 will also have a much more strict AC (for characters who are still alive - dead characters still just have to check in as a formality): Two ten-comment threads with two different characters per week. AC threads can still come from the weekly mingle log, the body discovery/investigation log, or any player-posted logs from the check period, but again since the trials have their own activity requirements they are ineligible for the activity check. Failure to meet AC without informing the mods will result in a strike. Two weeks in a row will result in an automatic death roll. AC will go up on Sunday for the previous Sunday-Friday, and will close at 00:00 (EST) on the following Friday.
We would like to hear your feedback on what you thought about switching to a 3:1 OOC:IC day ratio for the endgame. Did this work for everyone? Would it work better if it was longer? Shorter? We do know that next time we will finagle the final trial to be OOCly on a Thursday+Friday+Saturday.
If there’s anything else that you think of that didn’t work, or that worked particularly well, please leave us some feedback! We want round 2 to be even more fun than round 1, and to do that we need to work out the bugs in the system.
Once again, thank you all so much for helping to make Dangan Roleplay such a phenomenal experience. It’s been a pleasure to mod, and we hope that it’s been just as much of a pleasure to play in. Thank you all, and see you again for Round Two!
Overall, the trial system will remain unchanged in round 2. However, along with our overall more strict look at activity, we’re going to be much more strict about the required tag-in count. Remember, temporary hiatuses are still just fine as long as we the mods know about them. If you completely miss an investigation and trial without telling the mods, we will contact you about your character becoming the next victim.
The investigation system also seemed to come down to almost an art form by the end, so that too will remain mostly unchanged. However, one thing is that the amount of Evidence Bullets to be found will be stated at the beginning of the investigation, with a running tally being kept as the investigation progresses. This is to attempt to sustain activity through the investigation.
Death Rolls will be done on Sunday of the week before that death is slated to happen. This will effectively give the involved parties two weeks to hammer out the details of the crime, as opposed to the 3-5 days we tried to go for this round. This is simply because some of our best murders in round one were the ones that were planned more extensively, and we want round 2 to be even better than round 1.
There will be far fewer NPCs, especially in the endgame. We can’t say much plotwise, but we can say that aside from our beloved series mascot Monobear there will only be one other major mod-played NPC in the game.
There also won’t be any Hope Stars to turn in for regains. Instead, we’ve come up with a new system that involves much less HTML and mod tears. Every 20-comment thread will be worth a monocoin to be used in the Monomono Machine, which will be stocked with regainable items from the player characters. Unfortunately, it’s also going to be stocked with 90 other items from the actual Dangan Ronpa games. With every thread, there’s a 1/10 chance of regaining a player item, and a one in two chance of regaining one of your items.
Additional app sections: there will be two new sections, and an additional requirement for a third.
Character Underwear - exactly what it says on the tin. What kind of drawers does your character wear?
Regainable items - a list of five physical items from your character to go in the Monomono machine.
Canon Point - since round two will have memory loss, we ask that you give us two canon points, one that your character will remember and one that they will eventually regain memories of. Characters reapped from round 1 will automatically have “Post-round one of DRP” as their second canon point, although you are allowed to choose an earlier point for their first canon point. This includes SDR2s and DR1 survivors who appeared in round one. Round 1 reapps (that is, the 20 player characters, not counting DR1s and SDR2s) will count as their own canon, meaning that there is a “cast cap” of four round 1 reapps for round 2. More details on these sections and who’s appable and who’s not when we get the new app written up.
Round 2 will have 30 available character slots. In addition, we’re raising the cast cap to four characters per canon/company.
Round 2 will also have a much more strict AC (for characters who are still alive - dead characters still just have to check in as a formality): Two ten-comment threads with two different characters per week. AC threads can still come from the weekly mingle log, the body discovery/investigation log, or any player-posted logs from the check period, but again since the trials have their own activity requirements they are ineligible for the activity check. Failure to meet AC without informing the mods will result in a strike. Two weeks in a row will result in an automatic death roll. AC will go up on Sunday for the previous Sunday-Friday, and will close at 00:00 (EST) on the following Friday.
We would like to hear your feedback on what you thought about switching to a 3:1 OOC:IC day ratio for the endgame. Did this work for everyone? Would it work better if it was longer? Shorter? We do know that next time we will finagle the final trial to be OOCly on a Thursday+Friday+Saturday.
If there’s anything else that you think of that didn’t work, or that worked particularly well, please leave us some feedback! We want round 2 to be even more fun than round 1, and to do that we need to work out the bugs in the system.
Once again, thank you all so much for helping to make Dangan Roleplay such a phenomenal experience. It’s been a pleasure to mod, and we hope that it’s been just as much of a pleasure to play in. Thank you all, and see you again for Round Two!

no subject
TRIALS: Basically, this is, aside from how all the characters in the game play off each other, the meat and potatoes of the series. While I don't think they deserved a lot of flack they received, I would like to point out that there was a problem in need of addressing. Having a few characters here and there confess to murdering someone is fine. It makes sense for some characters. However, the majority of the trials should involve a lot of discussion and figuring out who did what. Confessing early or hand outs should be done as sparingly as possible.
EVIDENCE: I'm really glad Dal pointed out that culprits create evidence lists, because this was one of the problems I noticed. While I agree that the culprits should work with the victims to plot out what happened, ultimately the mods should be there as well to discuss how it would all go down. I'm not saying they should take control of the entire situation, but there should, at the very least, be enough evidence to pin the blame on the culprit...as well as a few red herrings along the way. No fun if every case is cut and dry.
DEATHROLL: A+ on expanding on how long people have to plot it out.
REGAINS: Throwing a plus one at what Red said. I really don't think powers or weapons should be regained at all. In DR all the characters stood on an equal ground. Yes Sakura was the world's strongest fighter and could have probably killed any of the characters in the game by sneezing too hard (same with Nidai), but might isn't everything. Characters who are good at manipulating can lead even the toughest characters to their deaths (hi Gundam and Celes), while even the dumbest of blockheads can get lucky and pull something off.
Titles really don't have anything to do with powers anyway, so it's not like they'd lose out a SHSL title because they weren't packing heat vision or a weapon. Unless they were like a SHSL swords(wo)man/sniper/whatever, but weapons could always be found in-game. Plus it'd set up some great possible red-herrings.
CHARACTERS: Red pretty much said it best in regards to the whole "keep an eye out for who apps", so I'll just toss another plus one her way. Maybe add a section on the apps that asks how would your character function in the game? They're screened, so I don't think this would be a problem.
A bit off topic, but while speaking about characters I'd also like to say that I think you shouldn't raise the amount of characters per canon, but lower it down to one or two unless the characters don't actually know each other due to having never interacted, but that's a case by case basis. Company's a different story, however. No reason why we can't have like four Capcoms or four Nintendos or what have you. They'd still be total strangers unless crossovers had happened.
MOTIVES: All I can say here is don't be afraid to make more personalized motives. Or even have a fake motive, while the real ones are spread out to a select few due to reasons. Most of them were pretty forgettable.
ENDGAME: Overall it felt very weak. From the NPCs coming in to save the day, to Junko being the mastermind yet again, to all the characters living, etc. I would have been fine with it even if it was predictable, but I felt as though the player characters got overshadowed significantly. Glad to see you're reducing it significantly, but it'd be nice if the mastermind this time around was one of the players. Would've been a great curve-ball.
ANYWAY, thoughts aside I really did enjoy watching it and I'm hoping that round 2 turns out to be even better than round 1!