Hidden 7 yrs ago Post by SgtEasy
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SgtEasy S'algood bro

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Hello there,

You might have seen me in and around the Guild or lurking in your thread or actually know me but I've always been hesitant about actually GMing. I've seen so many big RPs die and I very, very rarely in the four years I've been roleplaying have seen an RP run its course or actually finish. I've had an idea that's been bothering me for a while now and this might be the first time I've actually shown interest for GMing because of my previous fears. Despite having the pleasure of roleplaying under many GMs on this site, I'm uncertain as how to manage a roleplay. I'm pretty clueless and wanted some advice. For my RP, I'm thinking of about five to six dedicated characters put into a story. There is a beginning and an end but the players choose how they get to that end, at least that's how I envisioned it. I do know that players have a tendency to go off the rails but I guess I just adapt, right?

I just need some advice on this because if I'm going to make a roleplay, I want it to be as good as I can possibly make it (if I do get over my fears and actually do this thing).

If it's relevant, the roleplay is like Stranger Things mixed with Bridge to Terabithia (as described by a friendly man on facebook). A fantasy? story set in a modern? setting where a group of children are imagining their adventures through a mystical land. However, children in a park as the sun goes down tends to lead to bad things. Things go awry, dark stuff happens and the children struggle to know the difference between their own imaginations and reality. At least, that's the rough idea for now.

Thanks for reading and I hope I get some advice on this ^_^
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Hidden 7 yrs ago Post by Holy Soldier
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@SgtEasyRefer to my guide linked below in my signature.
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Hidden 7 yrs ago Post by Carlyle
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Almost always use your interest check post for your OOC. It saves you the trouble of having to make a OOC (unless there is a lot more to add).

Most people in an interest check are likely to flake on you. You may have ten people interested but maybe 5 or so will still be around for the RP, and even less are likely to stick around for the long haul.

Don't be too strict or too lax. You don't want a RP to go fully off the rails, but you also want to keep your players from rioting because you're forcefully railroading them through the plot. Players are distracted by someone? Tie them into the plot somehow--perhaps they've been sent to assassinate the players or something like that.

Make sure to read sheets so your players can't try to pass something vague as part of their sheet. I'm normally not picky on this, but if people say they're strong, it's still hard to imagine them lifting a bus without superpowers. None of that "but the sheet says they're strong!"

Also, practice makes perfect. Being a GM sounds daunting at first, but you honestly won't get comfortable GMing if you put it off because you're afraid of actually GMing. It's like facing your fears, essentially.
Hidden 7 yrs ago Post by SgtEasy
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Don't be too strict or too lax. You don't want a RP to go fully off the rails, but you also want to keep your players from rioting because you're forcefully railroading them through the plot. Players are distracted by someone? Tie them into the plot somehow--perhaps they've been sent to assassinate the players or something like that.

Make sure to read sheets so your players can't try to pass something vague as part of their sheet. I'm normally not picky on this, but if people say they're strong, it's still hard to imagine them lifting a bus without superpowers. None of that "but the sheet says they're strong!"


Thank you :)

Okay so I have to be pretty flexible right? But I also have to sometimes force things onto the players at times? By the way, if there's some sort of clear ending to this, should I be flexible about that too and instead base the ending on the player's choices? Or would this be too complicated?

@Holy Soldier

Thanks a lot! Your advice is hella useful. You mentioned taking you time with it. How long should I spend lore building? Or should I build lore along the way?
Hidden 7 yrs ago Post by Carlyle
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<Snipped quote by Poi>

Thank you :)

Okay so I have to be pretty flexible right? But I also have to sometimes force things onto the players at times? By the way, if there's some sort of clear ending to this, should I be flexible about that too and instead base the ending on the player's choices? Or would this be too complicated?


Flexible-but-not-flexible, yes. Allow your players some freedom to keep them entertained but nudge them back on track (although make it not so obvious). After all, it is still your RP and you're controlling the reins.

Clear endings are great, and you should be flexible because player choices can drastically alter how you view the RP to end, but it is best not to plan so far ahead before even starting the RP. As you said yourself, RPs can die, no matter how small or big.

I should also add that GMing is a completely subjective matter. What might work for me might not work for you, but it is still good to ask for advice.
Hidden 7 yrs ago Post by SgtEasy
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@Poi

Ok sweet, thank you! Ill think of my idea and flesh it out a little more before even thinking of making an interest check but thanks for the help.

I'll try and overcome this fear
Hidden 7 yrs ago Post by Nallore
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@SgtEasy GMing at first is trial and error, if it does end up dying don’t get discouraged by it. Figure out what happened and learn from that, like the others have said don’t let the RP get derailed by others, but b flexible enough and work with others if they have an idea or a story arc for their characters.

Also when making an interest check try and make it eye catching to them. Also either talk with other members of the RP OOCly random chatter or about the RP in general gets friendships in an RP which helps or make a chatzy or discord server as well.

And lastly write down all of your RP ideas on some paper or phone helps it in writing rather then having it all jumbled in your head.
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Hidden 7 yrs ago Post by PrinceAlexus
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Trial and error.

Not every idea works out and sometimes you have to adapt and tole with the system and events happening than fight them.

Just got know when to be flexible on things and not fight.

Also forward planning!
Make sure you have a rough plan of direction, long term events or stages in rough so you know what direction your pushing. Even if just a sketch.
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Hidden 7 yrs ago Post by PrinceAlexus
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Sol City was first time I've ever done it, so..

If I can manage it, I'm sure you can. :)
Hidden 7 yrs ago Post by Holy Soldier
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@SgtEasyLore takes as long as you make it. If you are planning lore for your story, it's complete when you think it is. As the RP plays out, you may acquire more ideas to add to the lore of the game, so don't think it ever has to be all said and done during development.
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Hidden 7 yrs ago Post by Mae
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One method that has always helped me is making a basic roadmap. It may seem like having a start and an end will be enough, but when you are actually roleplaying it out, things might go slower then you expect or players might start to falter a bit on their journey. You need to be able to look ahead and know where things are going even when your players throw you curveballs. That's the beauty of roleplaying, it can be filled with all sorts of surprises.

This isn't about railroading your players. The good thing about having a basic roadmap is there is plenty of room for your players to do their own thing. You are the driver and you have a destination, but your passangers can stop to smell the roses at any time, or you can take a detour they like the look of. You won't get lost because you still know where you're going.



What you'll end up with is a rough path through the roleplay, with a few floaty bits hanging around. The floaty bits can be used when and if you need them. If the players go to Point A, they might meet a gang. If they go to Point B, they might meet an undercover cop. Undercover cop is crucial to the roleplay? No problem, he's hanging out at Point A259 that the players created themselves.

Basically, at the end of the day, it doesn't matter if your players find the solution to the problem by finding a key or killing the president, they're still going to end up at the final boss fight one way or another. So you need to know what that cruicial point is and have that planned out. You can edit it a little easy to suit your players, but you need to know your key parts to make the roleplay feel like a congruent whole.

Of course, you can wing it if that's your style. It can work really well. But sometimes, particularly if it's am ambitious idea, you'll get lost along the way and things won't turn out to the flavour of your origional idea. If you want to wing it, the best thing I would say is tell your players. Make it really clear. Why? because then you've given them agency to craft the plot with you. They know they have creative freedom and won't be stepping on anyone's toes. For a freeform roleplay, that can be important.

I would say that, it is very easy to get in your own head about things. As people have said, roleplays are trial and error. It's very possible to overplan things. Keep yourself in check, stay excited about your idea, and don't get bogged down in the minutia too much.

Finally, the most important aspect that will make your roleplay work is your players. They are precious, treat them with respect. Say No to people who aren't a good fit for your roleplay. It can be hard, I know, but it's far better to have a good strong group of players who will work with you, be excited, be active, then saying yes to players who ultimately you know are either just going to ditch or who aren't treating you, the GM with respect or other players with respect.
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Hidden 7 yrs ago Post by Lady Absinthia
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@SgtEasy Hey hun, long time. ^_^

Okay, first things first - Gming 101 and Gming 201.

Now, get a notebook or pm yourself. Get organized before you start anything. Try to keep it simple to start. The fewer players, locations, skills, etc the better when you are beginning. It can be very easy to have a thousand and one ideas flying through your mind and then 2 pages IC into it find yourself a bit overwhelmed.

To this day I still write down a lot by hand. Who is playing which character, color codes, vital information, and things they do in the RP. (For quick reference instead of having to jump back and forth when I update between their last post, previous posts, their Cs, and so forth.) - It can seem like a bit to do but trust me, in the long run - especially the longer the RP runs - the easier it makes things over all. (I still have to reference stuff from characters in the beginning TWD 2 years later.)

Don't be afraid to redirect your Rpers or just plain say no if they try something. A huge thing wit being a Gm is to remember your the GM and not their friend. (Yes, you can be their friend but don't let that influence who gets to do what.) Keep it even. It is your RP. Treat them with respect yes but making sure the line between Gm and Pc isn't crossed isn't being disrespectful as long as you do it right. Expect and require as much respect as you give your Rpers.

Need any help or have questions, just drop me a PM. And good luck hun, I know you can do this and it can be a huge success.
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Hidden 7 yrs ago Post by SgtEasy
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@Lady Amalthea@Mae@Holy Soldier@Nallore@PrinceAlexus@Poi

Thank you everyone! Everyone seems to follow around the same lines of advice for being a good GM so I'll organise and tinker first :)

Thanks again for the help, I was really lacking in knowledge before. Now I've got a treasure trove :D
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Hidden 7 yrs ago Post by NuttsnBolts
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GMing is 90% preparation and 10% luck. Don't jump into starting it before you have your OOC set up, a few characters, and an idea of a story. The first few pages are what make or break the RP and you need to be able to build that world up within those posts. Granted that's where your players come in but you have to have a keen eye to say, "no, they don't know that information" or "yes, they can enter that area without setting off alarms."

The information above that everyone has posted is gonna be more than enough, more than what I can say, but you have to remain confident and expressive on what you would like to see. If you can show that you're determined, creative, and focused on what you want, then it will turn out as best as possible.
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Hidden 7 yrs ago Post by Dervish
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A lot of fine folk already covered a lot of what I would say, but I'll still put down my usual receipe.

-You as a GM are responsible for keeping your players invested by keeping the game moving. Do not let it get hung up waiting for one or two people. Set a loose time frame, or keep an eye on momentum, and when it sags, keep things trucking along or you will have people start to leave due to inactivity.

-First few months/ story arcs are essential to get through to establish your core player groups who feel the game is going to last, as well as people start to build relationships with one another and as a GM. People will also be attached to the characters after interacting with them for a while, so GMing starts to become more routine maintence verses trying to actively keep people invested.

-Take time to format your interest check and OOC. Colour headers/ find a banner generator, use graphics, and keep each section distinct. Generally I'll lay it out like;

* Title + in-character exposition to hook players/ hint at the theme and core conflict of the game

* Lore and setting summary, like you're reading the back cover or inside sleeve of a novel. No OOC bits here, just straight up "This is fantasyland, where nobody gets along. A long lost princess named Rabies is back with never before witnessed magic. Fantasyland is falling to Rabies, but a group of heroes gather in a tavern to play their next move to stop Rabies. This is their story." Kind of thing. It tells players exactly what the setting is, core conflict, and who the characters are.

* OOC stuff where you explain things in a more clear and detailed way, like the posting standards, what the game is about, a bit of the lore that's essential to get started, your rules and what not, and so on so forth. Ask yourself if there's been times you've wanted information going into an RP; add that here.

* I usually do a lore codex here. It's pretty optional

* Character sheet skeleton

- Do not be afraid of having pretty elaborate rules. If you outline exactly what you're looking for players to follow, you cut down on immense levels of conflict and people power gaming. I even go so far as to put equipment restrictions. The hard part about things like fandoms is people will try to treat it like a video game if you don't stop them ahead of time.

- Do not be afraid to decline players who aren't up to your standards. I like to give feedback on character submissions part way through the application period, that way people have a chance to edit and get it up to snuff. If a character doesn't fit the setting (e.g. a librarian in a mercenary company), don't be afraid to say so. Offer ideas how to alter key points and keep things meshing well. People are often open to criticism, especially if you help them make changes.

- Similar note; You can reject and kick players for any reason. If someone rolls up with a stellar sheet but you know they have a bad additude and cause issues in other RPs, you are not obligated to take them.

- Set yourself a reasonable player cap. I've been GMing for nearly 6 years and I still don't like to handle more than 8-10 players.

- Keep the OOC somewhat active. Assume not everyone uses IM services like discord and post all meaningful notices and information there. Stuff like mini writing exercises are great!

- This is a big one: plan ahead. Even before launching the game, write down a bunch of world building info like NPCs, locations, history, do a plot roadmap, write down potential plot points and conflicts, everything you will need to firmly establish the game out of the gate. Think of it like a starter pack in a game and further plot points are expansion packs. When you do your interest check, have the OOC already finished so people aren't waiting and have the intro well under way. The less people have to wait on you, the better chances you have of success.

That should be a pretty good start for you, best of luck!
Hidden 7 yrs ago Post by BrokenPromise
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Only thing I have to add to this topic is to realize that you are going to have to improvise from time to time. Being a good GM isn't all about carefully planning your RP in such a way that it can't screw up. It's about having a plan, and being able to keep your cool when things go in an unexpected direction. All Gm's plan (some better than others) but the best can improvise when the situation calls for it. The players will do things you don't expect. That's your cue to evaluate to situation and find an interesting way to get things back on track.
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