by napsii » Fri Apr 12, 2013 6:50 am
If you're going to coax a player in the direction of something that will likely leave them with nothing to post (e.g. resting with no plans for anything to intercede) you should be prepared for how it affects the synchronization of time. If you want to keep time synchronized, it's usually easiest to "put PC's to bed" all at once. This, of course, requires you to direct the characters in such a way that they're all prepared to timeskip simultaneously.
Since it seems you're playing out time asynchronously between characters, though (I am inferring this difference to be a few hours between each PC, at most) then you need to provide material with concern for how it might lead into a significant timeskip that widens the gap between the PC's time. I might be sounding a little blunt here, but it seems like now you're running into the errors of your pacing. Cae, for example, was rapidly drawn toward sleep whereas most of the other characters are freshly finding new things to deal with because in the span of posts that took Cae across Fairtown, into a motel, blahblahblah and then up to bed, some of the chars went through like... a single conversation. Now, the characters are distant enough that this doesn't matter as much, but if you're looking to draw characters together (which you should, I think) you should pay more attention to this. Time becomes vastly more important when characters are in proximity because it becomes harder to see their "time" as distinct.