>>6337227>QM QuestionI tend to plan a basic outline of a thread; with a beginning, middle, and planned climax or important choice near the end. My earlier quests I tended to not have as much of a overarching "plan" between threads, but now I much more do. However I'm starting to think this is a negative, going against the sandboxy nature of the "games" and having me railroad more then I'd like to try and keep the "planned" story ongoing. I've also begun trying to plan more in the art asset department; this is extremely helpful for a drawquest as well as my more "high effort" threads, like the Monke thread minigames, which may take a few days of planning both for mechanics as well as the art.
>Player QuestionI haven't seen any quests end that I've actively followed; they're always ancient things on the archive, on a hiatus, or currently on the thread. I think knowing a thread is ending is obviously much better then the QM just disappearing or dropping a project, something I'm a bit guilty of myself, which is why I try to assure my players I will continue my quests on a reasonable pace; one thread a year!
>General QuestionI mean, statistically, the number of completed quests must be way smaller then otherwise? Personally I see the appeal of one-shots and run them often, but I also see the reason why people want a long self contained story, despite it being harder to get into. Perhaps the sweet spot is in the middle; 5-10 thread projects which have room to breathe but don't become endless webfiction monsters that outlive their creators.
>Misc QuestionI'm not sure how this would work; but I have thought about a "quest swap" from time to time. Swapping QMs for a single installment for a thread; even better if it's with two draw QMs for the artstyle swap. The recipients would need a lot of trust to work with each others precious quests though; so it probably wouldn't work out.
>>6338760Thank you for the kind words RQM! While my quests, Space Monke especially, have nothing to do with politics; I tend to go off on tangents about economics or evolution less out of a desire to soapbox and more to explain the cultural or sci-fi aspects of my quest settings. Perhaps this is too much telling instead of showing; but I find it must easier to justify a strange culture or sci-fi alien race's biology with some kind of reasoning behind it.