Hidden 4 yrs ago 1 yr ago Post by BangoSkank
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BangoSkank Halfway Intriguing Halfling

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Hidden 4 yrs ago 4 yrs ago Post by Dark Cloud
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Dark Cloud 💀Vibin' beyond the Veil💀

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@BangoSkank Listen to the Halfling, he knows.
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Hidden 4 yrs ago Post by spicykvnt
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There was actually a drunken halfling in a flashback scene, so. There you have it.
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Hidden 4 yrs ago Post by PPQ Purple
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If I might add one word of wisdom from my personal experience, even if isn't from this site necessarily.

What keeps a game alive is not IC but OCC. If people are excited about the game and chatting constantly in OOC either about the game or just with each other they remain invested in it. And such a game can survive a lot, even people vanishing for a long while. But if the OOC is quiet and people are only ever posting IC odds are good that any significant delay or drop in the post rate will kill the game dead.
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Hidden 4 yrs ago Post by BangoSkank
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Cheers @PPQ Purple

I'll add a section for The Importance of OOC.

If anyone else wants to chime in too they are welcome to. I'd love for this to continue on into another (more focused) conversation and this little guide to grow.
Hidden 4 yrs ago Post by PPQ Purple
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If anyone else wants to chime in too they are welcome to. I'd love for this to continue on into another (more focused) conversation and this little guide to grow.

Well if you want more wisdom here is a simple one for you. Don't join too many games. You won't be able to keep up and you'll stall all of them as people are waiting for you while you get anxiety about having to post in all of them and end up posting in none. My personal limit is something like 1-2 games at a time. 3 if I am feeling adventurous.

This is likely what is going to kill a game I am currently in.
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Hidden 4 yrs ago Post by Darth Cognus
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Completely concur on the OOC. I've been wondering about methods to smoothen the Guild character building process; I suspect for a lot of people (and sometimes myself) delay is largely caused by trying to see what others are thinking as well and avoiding trodden toes. Especially, say, if a roleplay depends on having several unique entities with their own domains and it's not clear which direction any potential participant is going.
Hidden 4 yrs ago 4 yrs ago Post by PPQ Purple
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Really though you'll get the best results if you can find a bunch of people like me for whom RPing is the main or better yet only source of entertainment and who thus want to do it all the time. Like not once a week to change things up in between doing other stuff. Not when they are bored of doing all the other things they do and go "Well gosh. I guess I might as well post. Nothing better to do." But as their main and primary source of fun.

People like that will check the forums constantly and get off multiple posts a day and just keep the game going and fun like crazy. They actually form a community around the game and push each other to play like real friends.

I used to have a group like that back in the day. And frankly its something you have to experience to understand. It's like a high basically. But that was many years ago. And I think I'll newer find a group like that again.

So if you do find one don't let them go. You'll be regretting it for the rest of your life.
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Hidden 4 yrs ago 4 yrs ago Post by PPQ Purple
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On that note what's really important for a game in my view is to set your expectations for a post rate as early as possible before starting the game. You don't want a bunch of people joining some of whom can and want to post as often as possible whilst others are happy to do so once a week. That's just an invitation to have people drop out because they either can't keep up or end up being utterly bored to tears waiting.
Hidden 4 yrs ago Post by Hedgehawk
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I find that it is a good idea to establish early on if the RP is going to be a sandbox or have a defined finish point. Sandboxes can be easier to run just because its easier to throw characters in and out, but at times feels a bit empty as plots are harder to evolve and it can feel like everyone is floating in anti-gravity.

Meanwhile having an defined end helps people along the path, even if at times it can feel somewhat linear. You just have to remember to stick to the path, otherwise you end up going off it and end up never returning to it.

I might have to write a GM guide on this... I have the urge to write one.
Hidden 4 yrs ago Post by Darth Cognus
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I may as well add adaptability to the above. Sometimes derailing just happens and you end up with something that will be worse by trying to stick to the path. So, an ability to adjust planning for a next-best bet or at least take a wider curve to the main goal helps a lot in making the story natural. You're in for a hard time if you don't keep possibilities in mind.
Hidden 4 yrs ago 4 yrs ago Post by PPQ Purple
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I may as well add adaptability to the above. Sometimes derailing just happens and you end up with something that will be worse by trying to stick to the path. So, an ability to adjust planning for a next-best bet or at least take a wider curve to the main goal helps a lot in making the story natural. You're in for a hard time if you don't keep possibilities in mind.

So true. No plot survives contact with the players.

This being said in my experience when plot crashes headlong into players what ends up coming out of that explosion is often better than what you originally wanted to do. So it pays to be flexible in regard to going with the flow to some extent. It's a fine balancing act really. But when it works it bloody works. Like I have had entire tangents happen entirely because a player demanded something mad that were so good that now a days if I ever rerun that RP I am using those as part of the as designed plot.

And I mean mad. Like the official this world face of one of my elder gods is literally an old man selling ice cream sort of mad.
Hidden 4 yrs ago Post by Moonshadow
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Really though you'll get the best results if you can find a bunch of people like me for whom RPing is the main or better yet only source of entertainment and who thus want to do it all the time. Like not once a week to change things up in between doing other stuff. Not when they are bored of doing all the other things they do and go "Well gosh. I guess I might as well post. Nothing better to do." But as their main and primary source of fun.

People like that will check the forums constantly and get off multiple posts a day and just keep the game going and fun like crazy. They actually form a community around the game and push each other to play like real friends.

I used to have a group like that back in the day. And frankly its something you have to experience to understand. It's like a high basically. But that was many years ago. And I think I'll newer find a group like that again.

So if you do find one don't let them go. You'll be regretting it for the rest of your life.


That rush of back-and-forth roleplay is a high I sincerely miss. I don't mind when a couple days pass without much story progress, so long as OOC activity is still there. Part of why I have ventured here is the longing for more activity in stories. My last RP group has, understandably, dwindled greatly in activity both IC and OOC.

I think where I get caught up is character building - I either get too many ideas or start with one that sounds fun but quickly gets cliché or trope-y. I can also get easily distracted in the details that are less story driven and more aesthetic driven.
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Hidden 4 yrs ago Post by BangoSkank
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I've got internet again so I'll be trying to update the thing a little and maybe come up with another question. I'd like to also have links in it to guides which people find helpful. Perhaps we could make that a thing, wherein guides link to each other so if you don't find what you're looking for in one guide you can scroll to the bottom for a list of where you might look.
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