As players, it seems to me that we are frustrated because we try to research things, but don't know when we are wasting points or making any real progress. I know that I can't always tell if an answer given was a "final answer" or a hint saying that I need to spend more points on it. Never mind that I have 1 tiny little point, 4 reasonably urgent things to spend it on, and no way to get more without buying a new header.
I think what would help the most is letting the players see behind the curtain a little. This has already been done with the statement that difficulty levels for research might require 1, 5, or 10 research points. It lets us know that we shouldn't waste time organizing to give 2-3 research points to a dozen things, that we should focus more.
What I suggest is that we keep things the same as they are, except that both players and gms agree that an acceptable answer for research would be: "You have 2 out of 5 points needed to discover something on this topic." That's it. No flavor, no in character description of how you almost learned something. Just basic mechanics that let us know what it will take. Maybe add in that when you get those 5 points, in addition to all of the in-character goodness we are looking for, we also get a message of "You have discovered all you can on this topic" or "There may be more to discover with further research."
This way we know what our goal is, and someone working on their personal plot can slowly put research towards it without needing to try and convince fellow researchers to ignore the fact that everyone is Irradiated, and instead focus on Uncle Henry's missing Toyota. For the writers it should be easy, they just keep a spreadsheet of progress and give a quick OOC message if enough progress hasn't been made. Efficient researchers can put 1 point towards something just to get an idea of how difficult it will be, and then next game rally exactly the support they need to make it happen.
And once every gets used to OOC research responses, then the GMs can start giving us other useful information, such as "No need to research this more, this plotline won't be focused on until 2016" or whatever. Plus the GMs get a running tally of everything that the players have been willing to invest at least 1 research point into.
I think players have expectations in line with what the gms can and will give is the most important thing. And for that we need to see behind the curtain just a little bit.Statistics: Posted by lackey — Tue Jun 16, 2015 1:06 pm
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