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- Each server will only have about 6-10 slots, 10 being the very very maximum. 2 GMs, and the rest players.
- The 2GMs, GM and Co-GM, or just two GMs, (depending on skill level of each GM if one is "in charge" and the other is assisting, or if they're both equal or divy stuff up, etc) will create the story for players in their session. The session will end when the players agree that the session should end. eg. If the story has a satisfying ending, if everyone dies, if too many people have to "leave" (character's killed off) and then you decide you want everyone to die, etc. It's player driven, with direction from the GMs.
Let me expand with an analogy on the preventation of drama and individualized experience. You have a school, Novabox, and in this school, you have 300 students/players and 20 GMS/Teachers. Other "schools" are extremely large buildings where they plop 300 students in one room, and 20 teachers in that same room. Teachers are expected to teach all of the students, and keep them quiet when they need to be quiet. How do you think this is going to work? Not so well. In Novabox, you have 20 different rooms, each with 1 teacher and 30 students. Is it going to be easier for the teacher to keep 30 students of "her own" taught in an individualized manner to best suit their "style", and keep them quiet?
This is a more or less digital roleplaying community based around the old-school real life principles that has made tabletop roleplay the MOST successful and the MOST fun form of roleplay litterly for hundreds of years.
A successful garrysmod example can compared to:
http://forums.cloudsixteen.com/threads/sd.17013/
Which is a /private/ server created by a past acquitance of mine, Corbulogistics. In his private server, there are what is amounted to "sessions"-- each planned carefuly by the GM's, and affected by the player's actions, in the end, leaving the players quite happy from the experience, and excited to play another session with their friends.
would love to see this.