Hidden 9 yrs ago Post by Atrophy
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Atrophy Meddlesome Kid

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Hey RPG, it's me, Atrophy, your best friend, your fellow RPer, your secret admirer. So, I've been roleplaying for a good long time now. Like a long, long time now. Like a real, real long time now. Like so long that if I told you how long and then you looked at one of my posts you would cock your eyebrow at me and say, as nicely as possible, "Well, at least you are dedicated to your hobby." Yet in all of my years, there is one thing I have never done to this very day. Ever.

See, I've never been a GM. It's not that I don't want to be one, nor is it that I don't understand the concepts of writing an interest check, creating an OOC, and starting a RP. That's not what this topic is about. It's just that I've had this nagging question forever in the back of my head, and I can't make the plunge into GMing until I get it answered. So, I need to know: what makes a great GM?

Right, pretty broad question, isn't it? I'm going to narrow it down to a few pointed questions for the time being, but please feel free to give out any other helpful dos and don'ts when it comes to GMing.

■What are great ways to keep players engaged both IC and OOC?

■Should the character submission be the only factor in accepting players?

■How do you deal with the players who have seemingly disappeared from the RP?

■In the same vein, how do you effectively prevent the above from hindering your other players?

■What is the most graceful way to end your RP due to inactivity or (*gasp!*) your own loss of interest/time?


Looking forward to seeing what advice you folks have to offer! I'd throw my two cents here right now, but I rather not have this topic be about how wrong and misguided of a RPer I am. We can save that for a later date.
Hidden 9 yrs ago 9 yrs ago Post by Duthguy
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Duthguy Someone who can't spell Dutchguy

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Personally I think there many different thins that can make a great GM but that a great GM doesn't need all of them, for example a GM that is great with high fantasy rp's may be mediocre when it comes to super heroes rpgs as they require a different plot. And than there is of course the difference between free and casual or even more extreme table top vs "standard" rp's. As for your specific questions I will try to help but I have to warn you the few times I GM'ed I was terrible, since knowing how to do or thinking you know is in no way the same as actually doing it.

■What are great ways to keep players engaged both IC and OOC?

IC is pretty simple in theory make an interesting plot and make sure that every playing character has significant influence in how it develops. The last freee rpI was in eventually became the GM and another person posting back and forth thus making the other players little more than npc's unable to really affect the story.

As for the OOC you can allow them to guess plotpoints and even letting them know that if you like their idea's enough you will actually use it, but the main thing is I think that the Gm themselves has to be invested in the OOC.

■Should the character submission be the only factor in accepting players?

I myself don't think so, of course it should be the mainfactor but someone who you know is a good and interesting rp're who won't leave quickly can take priority over someone else even if the quality of the CS'es were close. You should make it clear when you do this though, preferably in the Interest Check so that everyone involved will know about it.

■How do you deal with the players who have seemingly disappeared from the RP?

A simple solution is to put up a timelimit and kill their characters off when it's expired and allowing other layers to take their places or if they prefer to take over their characters, once again you should let this be known along with the timelimit and maybe allow possible exceptions due to RL circumstances if you and the other players are informed.

■In the same vein, how do you effectively prevent the above from hindering your other players?
See the above

■What is the most graceful way to end your RP due to inactivity or (*gasp!*) your own loss of interest/time?
No idea
Hidden 9 yrs ago Post by Dervish
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■What are great ways to keep players engaged both IC and OOC?

The GM needs to be active and engaged themselves, lead by example. Make the OOC what you want it to be, talk to people, get to know them, have fun with the OOC section. It can be a great tool in keeping people engaged and just have fun outside of the game. It's also a great idea to use the OOC to make about IC events and situations and do planning and organization, instead of tying it all up in character.

As for IC, I find you kind of have to find your pace and voice for it as a GM, and give players plenty of time for character interaction and quiet, fun moments along with action sequences. If things start to slow down, it's good to mix it up. Sometimes, a timeskip is necessary, and as a GM you need to make sure you have enough stuff lined up so each character has something meaningful to be a part of. In general, give players room to experiment and help make the story their own, but keep your vision and standards intact. Overall, it's a collaborate project, and if people feel like they're allowed to contribute to it and aren't just following a script, it enriches the game for everyone.

■Should the character submission be the only factor in accepting players?

I find sometimes it's best to go with your gut; I've found that if I got the impression an applicant had an attitude problem and ignored it, that would end up manifesting when they were in the roleplay and it created some unnecessary drama a few times. It is worth saying, however, sometimes you get the wrong impression and things can be a miscommunication over text, but following your guts is sometimes very helpful.

As well, sometimes it's worth doing some background snooping on applicants and seeing how they get along in other roleplays and if there's any habits you should be concerned about. I know I personally have a few people "black listed" mentally because of shit like them joining and dropping roleplays like a chain smoker or combative attitudes. That said, if someone's enthusiastic and seems to be getting along with people, it's totally worth giving them a shot. Just make sure you don't compromise on the standards you set for your roleplay.

■How do you deal with the players who have seemingly disappeared from the RP?

Write their characters off after a period of time where that player is inactive. If a player can't be bothered to be a part of the game, then why drag the husk of their character along? Whether you kill that character off, have them GM puppetted into leaving the group, or even dropped without a word, it's up to you. Either way, if you spend time and effort on people who don't give a shit at the expense of those who are active and engaged. Those are your bed and butter players, they're the ones you should be trying to keep happy. That proverb about leading a horse to water rings true here.

■In the same vein, how do you effectively prevent the above from hindering your other players?

Kinda covered it in the last part. Simply don't. If someone's holding something up and they aren't giving a valid reason for it, keep things moving along. If there's one person holding up several, then why wait for them to post after a reasonable amount of time (that's something you kind of have to judge on a case by case basis)? Just have the players continue on, and keep the plot moving. If the plot grinds to a halt, you're in for a bad time and people are going to start thinking the game is dying if it becomes a common enough issue. Keep shit moving, get off the beach, get to the choppah, etc.

■What is the most graceful way to end your RP due to inactivity or (*gasp!*) your own loss of interest/time?

Make an effort to keep it alive, express your concerns honestly with players, and if it's a lost cause, just make a post saying you're shutting down shop, and that you appreciate everyone's participation and that it was a good time while it lasted. Anything will do, as long as you're classy about it. I've had a couple times where I had a frustrating couple months but in the roleplay and in real life and after seeing it was pretty much dead, just tersely dropped a simple "No sense keeping this going." post and left it at that. Wasn't the most professional way to do it, but to err is human. Sometimes it's not anything you could fix that makes a game die, or it's multiple things that pile up. It's important not to blame any individual(s) for a game dying.

But seriously, I was in the same boat as you years ago, and I realized that the only way I was going to see roleplays that I wanted to see was by doing it myself, and I haven't looked back. GMing is a lot of fun, can be very rewarding, and it honestly gives me a big sense of fulfillment when players react to things emotionally. It validates the hard work I put in, and it means that they're enjoying a shared experience. I think people also really appreciate having a platform where they can actually have time to develop their characters and their stories, since a lot of games fail for a lot of reasons, and I think a lot of the time is just lack of GM effort or focus.
Hidden 9 yrs ago Post by NuttsnBolts
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■What are great ways to keep players engaged both IC and OOC?

■Should the character submission be the only factor in accepting players?

■How do you deal with the players who have seemingly disappeared from the RP?

■In the same vein, how do you effectively prevent the above from hindering your other players?

■What is the most graceful way to end your RP due to inactivity or (*gasp!*) your own loss of interest/time?


I've GM RPs a few time before and have a terrible track record for things going wrong, so I can speak very well on the problems that I've faced, rather than ways to remedy them.

In your first point you speak of ways to engage the players. As a GM I can think of a really interesting world and write up a first post, but I need to make sure that it's open enough for others to play along in. Treat people a little dumb and basically spell out where their character starts, (eg: "All the character stood outside the doorway", "a letter was sent inviting them to this place") that kinda stuff. One RP in particular that I started had a very interesting opening with a good setting and a plot that started up, but because I never positioned the players, I ended up with a couple that said, "Where do I start?". I could see where they could have started, but they themselves didn't know. So help them out and simplify it sometimes.

Once you got the ball rolling you need to build the world up but prevent it from staying linear. Never lock the person into doing a certain action because they will NEVER make the same choice as what you thought. Want them to enter a door? No, they'll go through the window. No window? They'll choose the chimney. That kinda thing. Instead guide them and hint that you may want them to enter the room. As the GM you have the option to play outside the character and narrate the world, and this is a GM's greatest ability. They can speak on behalf for everyone else. I can't go into too much more because I honestly don't have the experience. I've only gotten a few RPs into the midgame so I can't tell what is really needed to progress beyond that.

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Character sheets... Oh my I have seen some shockers. Spelling errors, terrible grammar and structuring, blocks of dribble that is boring to read, over detailed to the point of people describing details like the thickness of eyebrows or that their spell takes 2.5 seconds to cast when the sun and moon align but 3 seconds during low tide and 4 seconds during high tide. So many Character sheets and yet they should only be used as a guide.

I speak of guide because some people are simply only good at writing character sheets. They can create a design, backstory with depth and detail, amazing weapon designs with unique skills... and yet when they narrate their character it feels like you're talking to an Ent from LOTR (Reference to how they had a long, boring meeting about whether Hobbits were ok before they had a meeting about the War, ie not getting to the point exactly like I just showed then!) Go through, spy on their works, see what they are like as a person and writer before you say yes.

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Players who disappear and the flow on effect
This will depend on WHEN it occurs. If people leave early on it can have a drastic impact on the story especially when you are introducing characters and spent time directing someone who just left. In saying that it can be a help as it can help focus on who's interested. My best bet is to give a time limit, chase up the person "once", then write them out and announce that they are no longer in the story. Be quick with your choice after the given time and follow up with a post because having someone leave can create a nervous atmosphere and you need to crush that by proving that THE SHOW MUST GO ON!

Now a graceful way to end your RP would be to message the people in post and tell them that you will be ending this to inactivity. Sadly I've done the opposite to this before and just stopped posting, but that was after I had basically every issue above in one go, so I was more fed up than anything else.

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The biggest thing I can say is be active, post regularly, post when you say you will post (not forget and come back 4 days later with a post) and ask questions to your players. See how they are feeling and what concerns they have but try to avoid long conversations in the OOC before concluding an issue. Basically show that you have a question, get a response and act on it effectively. If things do fall apart, don't be too concerned. Some RPs don't work with certain groups and repeating the RP in a few months time can have much different results.
Hidden 9 yrs ago 9 yrs ago Post by RolePlayerGuilt
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A lot of valid points have been covered, here's some extra.

I'll mostly be dealing with technical matters. For the creative component (ie. story writing), remember that open world is merely an illusion. Unless there are specific mechanics supporting contradictory posts, your RP will go down linearly.

When in doubt of your creative abilities, consult successful RPs. Skim finished games, ask reputable GMs for advice; there is no shame standing on the shoulders of giants.

■What are great ways to keep players engaged both IC and OOC?

As much as the GM gets players to engage, the players have to stay engaged themselves. If they keep writing low effort posts and not actively participating, perhaps its better they don't participate at all.


■Should the character submission be the only factor in accepting players?

Absolutely not. Being a posting member is a duty, not a right. A GM should involve personally during the application process. That is, talk to the player, see the way they interact. In addition, let the candidates mingle in OOC before launching. That way, a basic filter is applied to the good, bad and ugly.

Evaluating the players should be on a continuous basis, which means, once they're in, they'll have to prove they belong in. When someone's quality (IC and/or OOC) drops, the GM should consider dropping the said player as well.


■How do you deal with the players who have seemingly disappeared from the RP?

Safe to say, the wise users above me have provided various ideas. The better question is, would you let them back in?


■In the same vein, how do you effectively prevent the above from hindering your other players?

As a GM, the game should be robust at its design. Meaning, the progression must not be hindered by individuals. For example, a game could rely on replacements. Keeping the interest check bumped and inviting potential new players at intervals. Making player characters expendable helps as well. I know some RP depend on every character filling vital role(s). But even for those, consider that is it really necessary to have the same guys the entire time?

Whatever strategies the GM employs to deal with hindering players, they have to be prepared in the first place. People will lag, drop out and act (willingly or unwillingly) against the greater interest.


■What is the most graceful way to end your RP due to inactivity or (*gasp!*) your own loss of interest/time?

Appoint a co-GM, set a line of succession. I've seen threads abandoned by the OP resurrected later, solely on the wills of the players. Robust systems have redundancy; even if the GM never imagine quitting out, appointing the next-in-line won't hurt. True mishaps are always unexpected, and you'll never know when your co-GM catches you fall.


Edit: The dedicated GM stays loyal to his/her thread(s), and avoid biting off more than they can chew. Impatient folks start new RPs every time a light bulb goes off in their heads. This is creating fillers, the instant gratification unsustainable for the long term. Instead funneling the ideas into a new game, consider adapting them to existing ones.
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Hidden 9 yrs ago Post by Dervish
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When in doubt of your creative abilities, consult successful RPs. Skim finished games, ask reputable GMs for advice; there is no shame standing on the shoulders of giants.


This, a million times this. Way I see it, most GMs are also players and if we can do anything to help someone get their game off the ground, it's a feel good thing that hopefully will be paid forward down the line.

That and the more people making games that will last is better for everybody.
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Hidden 9 yrs ago Post by Jig
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What are great ways to keep players engaged both IC and OOC?

Dead easy. I call it A) X, B) Y, or C) Something Else.

Basically, you want players to have wiggle-room to do what they want, but also to not make them feel burdened to drive your game on their own. Every time there is a natural break in the action, give your players two options for how they want to progress, while leaving options open for them to come up with their own ideas.

A) Explore
B) Have a fight scene
C) Open offer to do something else

This way, if people like your own ideas (A and B), they'll say so. If they don't, they'll suggest something for C. This gives players options for how they want to progress without railroading them or without overburdening them to drive your game without support.

The other key thing is: don't leave player characters unattended - otherwise, you're only leaving them with Option C. When a game first starts, each intro post is each player finding their feet. If they intend to engage other characters (which is normally where an RP succeeds or fails in my experience), facilitate this. RPing is communal storytelling. If you leave (most) players to tell the story on their own, they'll run out of steam and leave. Or, at least, I will.

Basically, players should feel like they have something to contribute in their own way. This means constantly leaving strands obviously open for them to pursue, if they so choose - which means constantly leaving them things to pursue, while not being tied to any one arc.

Never ever adopt the sandbox mentality. If your players wanted to drive a game, they'd GM their own.

Should the character submission be the only factor in accepting players?

No. The key thing for me is getting a game. If you get a game, but submit a character that won't work, the GM can explain to you why they don't work and what would work instead. If you don't get the game - you never will, either because it's not the game for you, or because the GM isn't presenting it clearly enough.

How do you deal with the players who have seemingly disappeared from the RP?

Shit happens. Honestly, it does. Make no character indispensable and pre-build in your strategy for removing each character from the game if it comes to it. You can't force people to stay.

In the same vein, how do you effectively prevent the above from hindering your other players?

Prepare for the worst - hope for the best. See above. If push comes to shove, the forum would probably be happy for you to Godmode to keep things swimming along.

What is the most graceful way to end your RP due to inactivity or (*gasp!*) your own loss of interest/time?

By being honest. If you don't have time for it, you don't have time for it. The best you can do is hope people don't hold grudges, but, if they do, it's because their own life isn't as complicated as yours, so they're lucky to have the time to be bitter.

Surprise!
The single magic bullet that I would recommend is a good OoC atmosphere, one which allows for idle chatter as much as actual OoC discussion. The idle chatter keeps people liking each other and involved at least at a checking-in level, while the latter keeps people giving a shit about the plot and their characters - if they lose interest in their own characters, they simply won't write for them any more (and thereby withdraw from the game).

MUGCoD

This stands for Mass Unguided Conversation of Doom, which, in my experience, is the kiss of death, and to be avoided at all costs. Never leave more than three characters alone without having some plot planned to disrupt the action. RPing is super-flawed in that it's basically impossible for Player Characters to have natural conversations without planning them before writing, and the more characters you have involved in a given interaction, the messier it tends to become. If you don't have an end-goal to any given interaction in mind, you're relying on 3+ players to all maintain roughly the same level of activity and for at least one of them to have the confidence to draw that scene to a close.

Tl;dr

Keep players engaged. You do this by fostering a chatty OoC atmosphere and an IC where each character has the freedom to contribute their own thing.
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