Alright guys, I think now is a good time to start discussing the actual structure of how the role play will be ran.<br/><br/>To start off, if you have any questions or concerns while in the role play you can bring them up here or in a PM to either myself or Rose. I don't think there will be any problems with disrespect, but I generally like to make it known that I do not stand for it. The first time I see it is the last time. But like I said, I trust that that already goes without saying as we all seem to be mature. And of course, the role play was created by Rose and I, so whatever we say is the golden rule here. But, I don't think we're going to be dictators here and we're both pretty laid back, so I don't think there's much concern for that either.<br/><br/>Now then to le structure propositions! I am avid about keeping this role play healthy and having every player involved. I don't want this to focus on "main characters." I want<em>every</em>character to be a "main character." I don't want any body dropping out because their character doesn't get as much spot light as another so to try and avoid this I am proposing certain methods to keep from this. This mainly involves keeping up with a broad interaction between various characters. Then there is pacing, I want a good pace within the role play so that things won't progress too fast nor too slow. So these are the methods that I have thought of that we might consider to help keep these things in check.<br/><br/>1. Rotation - The rotation could be structured in various ways, we<em>could</em>cycle through all 20 characters, but let's face it that can be quite a wait. However I am a fan of character rotation as I've found it's almost impossible to leave any characters or players behind. So, what I generally do is break the characters down into small groups. Say we have 4-5 groups with 4-6 characters in each group. These groups<em>will not</em>stay the same. They will change and vary as characters move from one setting to another. The rotation will be within these groups and instead of cycling through 20 characters, will only cycle through about 4-6 characters.<br/><br/>2. Courtesy Limit - This is an alternative to a rotation posting order. Instead of rotation, you will personally limit how many posts you make, considering the other players so that they aren't left behind. This may require good communication between characters outside of the role play to make sure every body is updated of what is happening. Again, like the rotation we can split the players up into small ever-changing groups to help with this.<br/><br/>3. Milestone Requirements - This is some thing I have never really tried before but think it would be a good guide to help the romances blossom over time rather than within five posts. There will be certain "milestones" you must reach before your character can move into a new phase of his/her relationship with his/her paired partner. These milestones will more than likely be depending on how many posts individual players have made or how many posts the game has acquired over all. Look at things like "first base" and "second base" kind of terms and apply that to the milestones. You may start off not even knowing much of your paired partner to having a small crush on him/her (with the exception of some characters), with each "milestone" you can move on to the next phase of that relationship. Like from mild crush to strong crush - trying to get to know that other character better. Or from strong crush to sexual advances. Etc. The milestone requirement can also be applied to friendships or even enemies. :)<br/><br/>4. Events - I think that this is kind of like the milestone requirement, a similar method can be used here- after so many posts an "event" can occur. Of course, we will need to discuss events that might occur and they can really have quite a wide range. But this will help keep the action in the role play. We could also do this randomly, rather than based on amount of posts. I think it could work like so- we'd use the "rotation" and depending on whose turn it is, that person would create an "event" for the characters to go through. They could have this event occur randomly within the role play and it doesn't have to effect all characters even. Then after the characters have managed through that event, we would cycle onto the next player so that he/she can make his/her event for the role players to go through. This can be any where from action, tragic, happy, silly, magical, drama, etc.<br/><br/>5. Side quests - The side quests aren't really what they sound to be. It's more like a dismissal for a character from the story if the player will be absent for some period of time and feels that it would hinder the rest of the players by making them wait for their post. It's like a "skip" card. The "side quest" doesn't have to be a long post. Even a paragraph is fine, but it would be nice if you could think of a good excuse for your character to be gone and try and thread it in with the role play, if possible. Now, I don't suggest doing this often, but I think having a "skip" card would be nice to have in role plays some times. Some times you just don't feel like writing, and that's completely understandable. Use your side quest, I'd rather you take a break and regenerate your interest in writing rather than get worn out by being pressured to write! When your character is one his/her "side quest" other characters will need to try and involve the "romantic paired" of the character taking a side quest so we don't leave him/her out either. :)<br/><br/>6. Post a day - These are particularly painful to me, but I have to admit, it does have benefits. You can only post once for each character you play a day. The pros of this is that it makes for good pacing and some times make a role player crave to post in it. The cons is that you can only post once a day which can be torture and some times it can make players lose interest by being too drawn out. I'm not too big on the idea myself but, I thought I'd suggest it and see what you guys think any way.<br/><br/>So that's what I have to propose to you guys. Tell me your thoughts, what ideas you like, which you don't, what you like specifically about the ideas you like, or what you don't, etc. Also if you have any suggestions definitely voice them, I definitely want to hear them. Like I said, I want every player to feel comfortable with the "limitations" on the game and I want it to be fun for every body so it's very important to me that you voice your opinions. :)