So for a year now I've been running Tales of Tabira, alongside its other admins, and I think I've been doing an okay job. I'm posting this for a specific reason: I wanna talk about prompts, and sort out my thoughts about them. In particular I'm going to talk about Intermissions.
So fundamentally, the purpose of a prompt in a group like this is to inspire creativity in others, or at least, to give them something to work off of. (The other obvious purpose is to be the centerpiece of the group, creating a story that is told back and forth between admins and members, but these go hand-in-hand.) A prompt can tell any story the admins would like, and can entail just about anything, but it's not a good prompt unless it serves the purposes of the group's members. That's how I feel, anyway.
So to that end, a prompt can't be too restrictive (for obvious reasons), nor can it be too open (because that makes it less useful as a springboard). This creates the basic struggle involved in coming up with good prompts. These two needs form a triangle of sorts with a third need: we have to provide a world and story that's worth following with each prompt.
To explain what I mean, let's look at Chapter 2's Darkhowl Woods, where the primary goal is to rescue children. Teams were (are) able to encounter Morgan, and to battle her too, but there were certain requirements: chiefly, she couldn't be captured or killed. This was done because we needed to use Morgan later! However, we also didn't want to simply prevent people from doing something they'd want to: that is, throwing down with the witch in the pointy hat.
Thus, the prompt ended up not being too open (people had things to do in the prompt, and things they wanted to do, with multiple options). It didn't end up being too restrictive (people could do the things they wanted to do, without running up against the plot). And we were able to do things with it, too (introduce Morgan, and set her up as a recurring villain).
I'm not going to claim prematurely that the prompt is perfect, because I'm sure there will be questions about it from new members, or people who don't find it as exciting. That's okay! It's our job to keep these things in mind, and always strive to improve. But for our core goals at the time, and for the fun we had in making it, Chapter 2's Darkhowl Woods was good.
And when I say "we need to keep these things in mind", I kind of understate the fact we already do. Intermission 1's burrow prompt has not, to be my knowledge, been completed by anyone. We were pretty happy with the reward, and I felt like we'd given people enough to work with, but overall, I think it comes down to the fact that it was a rather plain prompt, not as interesting as the alternative (babysitting Chili), .
Plus, Intermissions are expected to have low turnout. Ultimately, they're there so that we don't experience content droughts, which I really want to avoid. Some Intermission prompts serve the plot, others don't, but what ties them all together is that we put less effort into them. They're experimental, and when they are part of the plot they usually bridge gaps more than anything.
Still, when I see how much more popular Intermission 2 was compared to 1 or 3, I start to think that tying Intermissions into character arcs or NPCs is a good way to get things moving. With a little care, of course: Cerise's prompt in Intermission 3 has had the roughest reception, due primarily to being too straightforward. While I imagined that people could spice it up with tales of their characters' travels, the prompt itself didn't evoke those sorts of things well enough.
But when an Intermission prompt goes bad, I personally am not too bothered by it. We can do better next time. I'd feel more pressure to make every prompt shine if people were locked into guilds or couldn't go back and do old Chapters, but they can, so I can devote my worry to making each Chapter turn out its best, instead.
Even if it doesn't go bad, it's a good place to experiment, like I mentioned above. The Azelf dungeon prompt in Intermission 3 has been received both positively and negatively for its open-endedness, being based purely on a riddle. This was a deliberate choice on our part. Next time we have an Intermission similar to that one, we might try fleshing out the dungeon and providing guidelines.
Experiments aren't limited to Intermissions, either. Our approach to prizes has changed from Chapter to Chapter, and as we go into Chapter 4, there'll be a new sort of prompt introduced, using some of the lessons we learned from Chapter 2.
Thanks for reading this far. Overall, it's our first year, and we're learning yet. But putting it all to page, I don't feel bad that we're still learning. Stagnation is probably the last thing I want!