Lillian How long have you been RPing?
The Australian About eight years.
Lillian How did you start?
The Australian I had stumbled upon a roleplaying forum and found the whole thing rather spiffing, and decided to give it a go.
Lillian How long before you made the Move to GMing?
The Australian I think it had been about six or seven months after I had started.
Lillian And what made you make the switch?
The Australian I wanted to try out some new ideas that I saw was not being presented in other RPs.
LillianSuch as?
The Australian Well, they were mostly Fallout or fantasy-influenced RPs. I'm a fan of Fallout, so I didn't have a problem with doing that. Fantasy, not so much. Regardless, I wanted to do historical, sci-fi, and nation roleplays.
Lillian What would you say was your most successful RP and why?
The Australian As far as this site goes, Ex Astris Scientia.
Lillian What made it successful?
The Australian I have a wealth of ideas, for one. Dedicated players, as well. Personally, I just like the idea of a sci-fi roleplay, with a starship's bridge crew exploring space. And, if you'd like some cliché fodder, boldly going where none have gone before.
Lillian So then how do you define success?
The Australian I would say having a sustained interest from your players and yourself, enough ideas so your roleplay doesn't become stale and repetitive, and trying to get the best out of your RP.
Lillian How clearly do you plot your RP, do you plan for an end?
The Australian I do, in fact, plan for a rough ending. At least so it doesn't feel rushed and all.
Lillian How much control of the story do you allow your players?
The Australian A lot. For the major story elements and it's framework, I'd prefer to do it myself, but I like to let my players have some control over the story
Lillian Some GMs play characters, others just control the world and plot, where do you fall on that spectrum?
The Australian I much prefer to play characters. Like, for instance, the aforementioned Ex Astris Scientia, I'm playing the captain. If it's a nation RP, then maybe I'll probably just control the world and plot, because it's much simpler that way.
Lillian What was your biggest mistake and what did you learn from it?
The Australian I think it was not to let players completely run the roleplay and it's plot. Maybe I'm sounding a bit totalitarian, but, they took the plot and ran it through the ground. I did learn to have a bit more control in the plot-making aspect of the roleplay.
Lillian How do you handle the inevitable dropouts?
The Australian It depends on how essential the roleplayer, and in extension, the character in which they controlled, was. Like, I had a person drop out of a precursor to my current roleplay, and that killed the RP because his character had doubled up on so many roles that it would've been difficult to replace. But, I had a person drop out of my current roleplay, but the character was really rather unimportant (A helmsman) and we just NPC'd the character.
Lillian How do you handle inter-player conflicts and problem players?
The Australian I don't think I've ever had that GM-wise, but I've had that as a player. In fact, been an instigator many times. Needless to say, we got into arguments about his metagaming, pointless overkill, and back-and-forth politics.
Lillian What would be the best bit of advice you would give a new GM about how to run a successful RP?
The Australian Hm, I'd suggest having a good group of players, a sound idea, and ideas.
Lillian How does one go about getting a good group of players? Do you have a screening process?
The Australian I tend to get a group of people I know that can pull it off. I don't tend to do interest checks for ideas that I consider 'valuable.'
Lillian So you GM by invite only?
The Australian Typically.
Lillian Just one more quesiton then, is anything else you'd like to add?
The Australian Well, I wish I'd known how difficult world building would be.
Lillian Have you learned any tricks or tips to make it easier you'd like to pass on?
The Australian In that case, then, you just have to figure out what you're going to work with.