Feb. 23rd, 2012

these_balls: (SERIOUS MOD BUSINESS)
[personal profile] these_balls
Hi, Route!

So, as I'm sure all of us can agree, with 200 characters and a huge sandbox to play in, Route needs a little more attention than only two head mods can provide. That's right:

Mod Apps
Will be open from March 1st to March 15th.


We'll be taking on one (1) new Head Mod and one or two (1-2) new Techs.

Head mods deal with players on AIM and Plurk, answer concerns and questions, and approve badges. They judge apps and edit content such as the Starter List, Maps and FAQ. They make announcements and handle stuff like plots. Sunny does the weekly add/remove, but other head mods may be asked to do it if she is unavailable. Time investment is relatively high.

Tech mods handle the day-to-day maintenance of one or more specific pages, such as the Taken Pages, starter slots or Reserves. They may be asked to join in on app judging if they are comfortable with it and their availabilities allow it. They may contribute to (but are not asked to lead) plots. Time investment is relatively low.

Qualities we're looking for:

- Time/Availability.
The big one. If you don't have the free time to do apps every week, if you're seldom on AIM/plurk/other contact point to field player questions, this isn't the job for you. Please check your expected schedule for the next six months or so before you apply, and be realistic with regards to what you can handle. Unfortunately, we've had mods step down because the job was too demanding, so thinking ahead about time constraints is really important; we don't want to gain new mods and lose them just as fast!

- Good communication skills.
You don't have to know Ara, Sunny, Kit or Linlin, but you do have to be willing to work with them, as well as the players, on a near-daily basis. (We don't bite, promise.) You have to be able to express yourself as calmly and clearly as a mod is expected to.

- Creativity.
Two hundred characters and a lot of space to do things with, but we need all the help we can get when it comes to plot. Ideas, ideas, ideas!

- Friendly disposition.
You don't have to be a PR poster child, but without sugar-coating anything, this is a high-stress, often thankless job with no pay and limited benefits. Be prepared to deal with that with a smile.

- Investment.
This isn't a requirement for Assist TMs, but those considering becoming head mods should have been in Route for at least 3 AC cycles. It's not that we don't think our newbies are talented, wonderful people, but we'd like to see some vested interest in the game.

- Knowledge of Pokemon is not required, but a plus.

We hope that doesn't frighten you! If you think you'd do a good job, keep your eyes peeled, we'll be posting the actual app for you to fill out on the 1st!

Feel free to field any questions you might have here.
these_balls: (Default)
[personal profile] these_balls
Weekly Friend Add/Remove
Please copy the following into the Command Console.



Current List Count: 205


And with that, we've got a few more changes! Because of the new breeding policy on egg species, there's a new edit to egg move rules.

Egg moves, you mean?
That's right. To determine a clutch's egg moves, simply ask yourself:
- Do both parents know it, and can the babies learn it by leveling up (but without evolving)? If yes, they will have that move.
- Is it a TM move that the father knows, that the babies can learn without evolving? If yes, they'll have that move. TM moves comes from the mother if the babies are of the father's species.
- Is it an egg move that the father can transmit through breeding? (Check the wiki page to see!) If yes, they'll have that, too.


It's been added to the FAQ, along with a handy little Egg Species Calculation Post, courtesy of the wonderful Cassie! Thank you so much!

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