Hidden 8 yrs ago 8 yrs ago Post by WanderBug
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WanderBug

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Hello!

I wanted to know about your best RP experiences with GM's (whether you've experienced being one or not) and what made them the best? I want to compile any best practices that you've encountered and seen work--what are they, and why?

Of course, there is no one best way of doing things!

One my favorite GM's never played a single character, taking on the role of the entire environment (NPC's, setting, plot) to respond to the player's characters. This was great fun for me, but it put all responsibility of plot creation on him (booo). I'm interested in how to facilitate good collaboration between players--one thing I've tried a chat group on Discord, a chat messenger mostly used for gaming, and Google Docs to edit the same post for dialogue heavy scenes.

GM's really set the tone for how an RP plays out--how members collaborate, incentives/disincentives for accountability, general mood, etc--so I'd love to hear your best and interesting experiences with GM's and what made them so.

Hidden 8 yrs ago Post by ArenaSnow
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ArenaSnow Devourer of Souls

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Firm enforcement of the game's rules and environment combined with an accepting air to ideas and criticism. I like a GM that doesn't roll over, but isn't a hard-ass either.
Hidden 8 yrs ago Post by Ellri
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Ellri Lord of Eat / Relic

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We've too many experiences to have a single "best" one. But one of the most satisfying ones recently was when we released the CS templates for our upcoming relaunch of Coruscant Sacked: Aftermath and immediately had twelve players (including the three GMs) ready even without an interest check. Most of these were returning players, but some were new too.

Truly satisfying this.

Hidden 8 yrs ago 6 yrs ago Post by McHaggis
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Hidden 8 yrs ago Post by Kirah
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@McHaggis I appreciate and am honored by the shoutout, but I would like to point out you used past tense verbs in your post and Northwood is somehow still kicking...
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Hidden 8 yrs ago 6 yrs ago Post by McHaggis
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Hidden 8 yrs ago 8 yrs ago Post by LovelyComplex
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@McHaggis Aw shucks. Thanks love. I guess it's good I'm like OCD level organized, you know? Plus. I just personally like making my writers' lives easier whether I'm co-gming or gming or just in the story with no authority.

To go in more detail of what I do. Over the course of a couple of months I've gained a formula, I guess? A formula of what people like to know in a roleplay prior to joining and it's just nice to know these things. For example, a lot of writers use colors for their character's dialogue. Wouldn't it be hella convenient if it could be located in one place? Along with all the characters and small facts about them so just in case you're interested but dont necessarily have time to read the character sheets yet, you have a 'list' to quickly scan that will not only tell you facts and such, but also unintentionally sell you the roleplay.

I personally like to provide my writers with enough information so they are not overwhelmed: Like an updates section with a recap of the IC day, the date, the weather (if possible), NPC Collection, etc. I've recently started providing a full blown summary for one of the roleplays I'm temporarily GMing since the original GM is on a hiatus and I'm driven to not make this roleplay die. Many people who are joining late in the game appreciate small gestures like that. It's a lot of work, but if you have a couple of others who lives and breathes the roleplay, they'd be more than willing to help you.

If the roleplay is not going by 'First come, first serve' I believe there should be a 'list' made to show people who has interest where, how much competition you may have. Some people do not like competing for a spot so if they knew prior to joining that someone is interested in the role they want, I would like them to know.

Regardless, organization truly helps and appeals to the masses because then your family of writers can focus on the story.



Now. My experiences with other GMs. This will more be what I've taken from my experiences rather than a specific experience. The struggle we GMs and Co-gms may go through is burning out far too fast. We have an addiction for storytelling but if we don't have a group of people to help us carry our vision, things will fall expeditiously.

- My biggest thing about a roleplay is the GM/Co-gm interaction with their writer. The more you talk to your writers, the more you show them who you are and that you are so grateful that they are part of your story, that... that is what matters to me. I've stumbled upon GMs that bumped me the wrong way because they're either on a power trip, they aren't completely upfront with you, or they disappear from the face of the Earth. Communication is key in a hobby like this. If you've lost interest in your own roleplay, do not leave your writers hanging. Tell them. More often than not, they will understand.

I will always love @Themerlinhawk for never failing to keep his writers updated. Sure, he has one busy schedule but he will make time to write a quick OOC or even PM you to explain his situation.


- Character driven plots that have some direction, not terribly ordered, but enough for your writers to have something to work off of. Too much of anything is never a good thing. There needs to be a balance between freedom of characters and story direction. That's a personal belief though.

@McHaggis & Company always have great story concepts that provide a good balance of story direction, character involvement, and character development opportunities. They understand that you as a writer will throw some random awesome story device into the story and you know what? They're okay with it!


- Letting your writers have as much control over the story as you do. Yes. I may have a overarching plot in my head BUT roleplaying is a collaborative effort and I'm willing to improvise and modify the bigger picture depending on what each and every character story brings to the table. I love love love when my writers add to my world. I may have painted them a picture of my overall concept, but they help me fine tune it. They each grab a brush and add their touch to our beautiful masterpiece. If my roleplays make it passed a certain point, it's not only thanks to me, it's thanks to my writers. They made that happen. This is not only my story anymore. It's our story.

@HushedWhispers is fairly good at giving her writers nearly full control of the story, along with her. Of course, she has things in mind, but she (as do I) love it when our writers go wild in creativity.


- GMs/Co-gms that are willing to explain things to writers that want to learn and are willing to listen to critique. The best feeling I've ever gotten was when a writer who never tried an advanced roleplay before asked me if they could learn. They loved the concept so much that they were willing to learn. A trial and error experience. There is a chance that 'the quality' of the roleplay may be brought down because of it, which it wasn't, that person actually brought a lot of interesting things to the story, but because I didn't shut him out, he grew as a writer. The harsher you are as a GM/Co-gm the more likely you'll leave a bad taste in our mouths. Yes, you need to be strict to some degree when it comes to your rules and etc, but you don't need to be an ass about it and you don't need to be so unyielding to 'your way' that you're not willing to listen to your writers that are genuinely interested. I guess I never believed in the phrase: It's my way or the highway. That'll only lead to people dropping out or you kicking more than half your cast out. I'm not saying be a pushover. The best GMs, in my opinion, are the ones who are interactive with their writers and the ones who listen and take in what you say. That doesn't mean you have to take every little critique from your group, but you could consider how it would effect your story and if they're idea would help for the better. Understanding goes a long way when you're dealing with different people.

Going off what McH said, @Altered Tundra is probably one of the most understanding people out there and I love him to bits. He made my transition from anime/graphic roleplays to real face claim roleplays not as bad. Not too long after we met on here, we gained a bond like a brother and sister. That's how accepting and loving he is and he truly makes a gm/co-gm experience worth it because he's such a genuine guy.

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Hidden 8 yrs ago Post by LovelyComplex
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Oh to add to my long essay of my opinions:

@Legion02 and @smarty0114 are pretty awesome co-gms (and I believe they'd be awesome GMs too). They're always willing to help lessen my work load and they continuously make me love our roleplay more and more. We are constantly in communication and they always check up on me to see if I'm still sane.

Then there's my boyfriend, @Viciousmarrow, he may not like the burden of Gming/CoGming, but he has a way of moving a story in incredible ways, where you can't help but respect him as a inspirational roleplayer.
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Hidden 8 yrs ago Post by Kirah
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Kirah Dragonbunny

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@McHaggis You should come back to it... we miss you
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Hidden 8 yrs ago Post by WanderBug
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Wow, this is great! Thank you so much, guys--I'm definitely learning a lot :)
Hidden 8 yrs ago Post by Jig
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Jig plagiarist / extraordinaire

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I learned a lot from Jig


I have no idea what, but <3
Hidden 8 yrs ago Post by MyCatGinger
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@Jig This guy, and @corneredbliss this beauty, and @Kirah and @TheMaster99 these two taught me lots and lots about GMing that I never even knew went into it. :D !

If you have the time, I strongly recommend checking out some RPs run by these wonderful people, including the former Woll Manor (which I cannot find the link to just this second asdf), the spiritual sequel Wolf Manor and the resurrection because we loved it so much, the spunky and très français Chateau de LaLune.

In my opinion, these were some of the best RPs I've ever, ever been in, courtesy of the GM/s and also their cast of lovely players!

So, as to the real gist of this post... but I worry whatever I wanted to say has already been said! Oh well! :)

What made these brilliant were how the GM responded to the challenge that is the theme of the RPs. I feel like the same person running two games, one fantasy and one sci fi, can't just expect both to be run the same way. We ran mysteries, and so the style of GMing was a lot different to say, something a lot more open world that I was in, like Shine City (run by @Dynamo Frokane, but I'll talk about why I like his style in a minute too)

So, the GM should be passionate about their work, and that's a big one. I know it oftentimes needs the players, too, but the GM should be the one encouraging and including everyone, some way or another. Also, depending on the type of rp, the GM needs to figure out how to work with small vs large groups of people. There's an optimum number and it lies between 5-9 players in my opinion, any more and it's too much of a scramble, and any less and it's more of a private affair.

Regardless. A GM should be willing and ready to heavily commit to plot. They are usually the ones driving the story forward, after all. And whereas an idea is in mind, one shouldn't aim to smother their players either. I know in the Manor series, all GMs had to make complete 180s because players didn't do thing A or thing B, and instead did thing Q, which was completely plausible but about the last thing the GM ever thought of happening.

There was lots more I wanted to say but I totally forgot because I got swamped with neighbours, but I'm sure just giving those RPs a look would do you lots of good, friend! :D I lovelovelove works of art in the ooc too, as character sheets and what have you.

@lovely complex is responsible for being the one to show me just how colourful and beautiful formatted posts ic and ooc can be, too! That definitely makes them so much better on the eyes to read...
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