How long have you been RPing and how long did it take for you to take up the mantle of GM?
I've been roleplaying since I was eight, though it was usually with a small group of friends and was carried out through a number of methods such as texts, instant messaging and even some LARPing. I had barely heard anything about RPing online until a few years ago, and it was only a year and a half ago that my friend Kagamine introduced me to the Guild and encouraged me to try out online RPing.
While I've GMed offline plenty of times before, it took me a little while to get the hang of GMing, and my first few attempts barely got off the ground. For a long time I prefered Co-GMing, and honestly I still kind of do. ^_^;
What inspired you to GM in the first place?
If I have an idea I'm real queer for, I will see it through, which often leads to having to take the initiative to run an RP myself. That's usually the case of why I GM.
The only exception would be Tenshi Jigoku Academy. That RP was original established by my friend Sofyasama, and for a long time I Co-GMed for her. However there came a point where Sofya couldn't manage the RP anymore, and seeing how much TJA means to me I took up the role of GM.
What do you feel is your most successful RP?
That would undoubtedly be Tenshi Jigoku Academy. The current installment alone has been going on for almost a year now!
What do you see as the reason for its success?
All the members of TJA are pretty tight. Many of us have known each other for a long time, and through our OOC we talk to each other every day. So even when the RP itself is having problems, the majority of our members will stick around and see to it that the RP continues on. Sure, we get some who join and then leave without a word, but it's our most faithful members like Captain Ivan, DarkGrey, Zelpheon, Neko, Kagamine, Nocturnia, Goldilocks and Tatoba who have really made Tenshi Jigoku so successful.
How clearly do you plot your RP, do you plan for an end?
I'm more of a "make-it-up-as-I-go" kind of person. I find that starting more open ended allows the RP to be carried out longer, as there's more potential for plot twists and other creative additions to the story that make it all the more interesting and interactive. And I've never planned for an end before.
How much control of the story do you allow your players?
I never really have one consistent plot, rather allow the members to throw in their own sub-plots. Tenshi Jigoku, for example, has a variety of plots ranging from the random appearances of a chaotic deity, the rise of a powerful spider king, a battalion from another dimension and so much more, and each plot is brought in by various members. While I also contribute, I've only got as much control on where our story is going as everybody else.
How have you handled the inevitable dropouts?
Usually drop outs are not a big deal. Most of the long-time members have a plethora of characters at thier disposal, so if one or two get frozen by someone who suddenly disappears, it's not the end of the world. I'll wait a short while, contact them about whether or not they have any intentions of returning, and if I don't get a response or if they decline, then we move the RP along without them and the characters they left behind essentially become playthings for our more bloodthirsty and homicidal characters.
It is extremely rare for someone to stick around for a long enough time to become real valuable to the story and then drop out, though I have had it happen a few times. The original founder of TJA, Sofyasama, has been trying hard to return since she was forced to leave for reasons offline, and in her absence we basically had to do major rearrangements to make up for all the characters she had made to run the academy. And more recently one of our Co-GM's left after staying with us for over a year. We're still figuring things out about what to do with the parts of the RP he controlled, though since many of the members of TJA are so dedicated, we generally build new plots around the drop-outs in order to keep our RP alive.
How do you handle problems, inter-player conflicts etc?
It depends on the situation, I guess. I prefer handling things in a logical and sophisticated manner and talk players into a rationalized solution that works best for the RP and everyone in it.
However, I find that not everybody is interested in working things out peacefully, and for the more melodramatic and boisterous players I tend to take a more dictator-like route, which can get pretty nasty. Fortunately I don't have to use this approach to frequently, as if the problem is blatantly addressed, the players usually strive to find a solution before things get ugly.
Keeping a list of banned people also helps keep out unwanted riffraff.
Do you tend to handle such things in the OOC or via PM?
Unless things get real personal I tend to leave everything out in the open in the OOC. I mean, it's there for discussion, right? Besides, in the OOC I can get the help of other members when solving a problem. A second opinion is always helpful, since I sure as hell can't always fix everything.
Do you take a hands on or hands off approach to GMing? i.e. do you have characters you run that are a little bit more than NPC's
I always play a part in my RPs. It's not like I'd want to sit out of my own creation. In fact often times I make a multitude of characters, which can get a little out of hand on occasion.....
For example?
I may be more or less addicted to creating characters...I've had RPs where the number of characters I had escelated pretty quickly, and before you know it I have almost as much as everyone else combined. It's not that I can't handle a great amount of characters, though it admittedly makes my posting a teensy bit slower, which is why I usually only get involved with casual RPs now. To give you a good idea of how out of control I can get, my record is having over 70 characters in one RP.
How did you manage that many without over-running the RP? Or was it more a matter of them being NCP's vs. GM-PCs?
It rarely gets that extreme, but I've found that the RPs that I've had really massive amounts of characters in, the other members tend to increase the amount of characters they have as well. Afterall, I'm not a big fan of having alot of NPCs. In TJA, for example, it's pretty common for our long time members to have ten to twenty characters, myself included. In Glomp! - a private crossover RP I've been in for quite some time - all four members post for at the very least five characters at a time, often more. I feel an wider assortment of characters leaves members with more posting oppertunities and allows them to interact with the plot from different angles.
Do you have any organizational tips for handling so many characters?
It's best not make your characters interact with eachother too much. Focus on interacting with the other members' charcters instead. You can also have alot of characters and not have to use them all at once, as long as you keep track of what the characters were doing while "off screen", so to speak. Don't make more than you can handle; if you find yourself losing track of where all your characters are, what they're doing and such, then you may want to keep your numbers low. And finally if you're going to have a significantly large number of characters, take advantage of the oppertunity to spread them out; make each of your characters involved all over the plot. Like in my friend Kagamine's RP, Data Spell, we have characters all over the island, and I personally have one flirting around the town, one invading the Aquilia Kingdom, another running through the forests...and having all these characters allows me to be in a variety of places at once.
What would be the best bit of advice you would give a new GM about how to run a successful RP?
It really helps to get to know your members, 'cause if you know eachother outside the RP chances are they won't just abadon ship. I've seen RPs go weeks without a post live on with almost no drop outs because the GM keeps in touch with the players. Also keeping the idea of the RP pretty general and open to new ideas and plot twists from the members is a fantastic way to get everyone involved with the plot and thusly keeps them interested. You'd be surprised how complex even the most generic of RPs can get if you let everyone toss in thier own sub-plots and such.