Hidden 4 yrs ago Post by NuttsnBolts
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NuttsnBolts

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I find the GM x player mix just never works out and you're always left carrying the story. Most of the RPs I've had that have failed are because people expect you to create ALL the details when the best stories are the ones where it's a balance between your combined interest.

I also like to add subtle hints for when the other character is near, or able to interact with my character. It's a real pain when the partner creates what feels like their own solo adventure, and it's also frustrating when they fill it with a spectacle of NPCs (one or two no name fillers are ok). I've backed out of 1x1s for both these reasons.
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Hidden 4 yrs ago Post by BrokenPromise
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BrokenPromise With Rightious Hands

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Right now I am in a RP which uses a player/player collaborative style as others have said, but we write the posts from one POV (to make it easier to read through later). My partner's character is the POV because she writes more convincing internal dialogue than I do and I adore reading it, while I generally try to write around it with action, more 'neutral' observations, scene-setting, and of course, my half of the romantic banter 'cus we are shipping trash.


I haven't had much luck with 1x1, but I tend to do this with collabs for the very same reason. It's interesting to see it come up here.
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Hidden 4 yrs ago 4 yrs ago Post by SleepingSilence
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Personally, I’ve had longer and more successful RP’s through 1x1. Although, if I’m being honest, it’s not a big mystery as to why. (It’s because I tend to put the maximum effort into making sure my partners are satisfied, and keeping my roleplays active.) In contrast to groups RP’s I’ve been the player in, where the GM (or “CO-GM”) has been more than half of the reasons something dies before it gets off the ground. And half-assing my creation has never been a problem for me. But, if I can offer a general truth and tips on how someone may improve their chances here...

It all starts with my observed mantra: Many players do not know what they want.

So we’ll start with how to advertise yourself with your 1x1 page. Mine, (and no I won’t shamelessly link it here) has basically everything a potential reader could need. General information about me. What I expect from my partners, and what they can expect from me. How to contact me. Many fandoms, genres and examples of plots. Writing samples. And it’s formatted to look nice and organized. Etc. Etc. I’m missing pretty much nothing, is my point.

And I recommend doing that, so when you run into people like this...you can be certain it was their fault and not yours.

Example One: Someone who claimed they looked through my 1x1 page, so they wanted to start an RP with me. So I sent them my introduction post, and then asked them if everything was alright. They thought it was good, and then sent me their post shortly after. But it had a lot of misspellings and typos, as if it was rushed. (Though if they looked at my 1x1 page. They’d have to know that all I ask for in my 1x1 in terms of quality control, is for the general spelling to be correct as possible.) Since it really is the very easiest thing to do. So I said that I liked the post, though I simply mentioned they should check their spelling in future, and offered them a site that does it all for them.

One very nasty “I’m offended” conversation later, and it was obvious this guy didn’t read my 1x1. But if I didn’t have that very thing specified on my page, I could imagine how that outburst might have made anyone feel. (And tip to inspiring roleplayers out there. When you defend a rush job by trying to explain it away. You can almost always edit a post faster than moaning about why you didn’t do it right the first time.)

Example Two: I was interested in someone’s IC. But they had next to no information present in it. So I sent them a polite PM of interest with a non-specific idea they had, and then sent them my IC. (You usually do this for common courtesy sake. Since you’d imagine any roleplayer would like to know more about the people interested in their stuff. But also, to indicate that you have your own plots and ideas that mesh with theirs.) However, I get this as a reply...“No, I have no ideas. But fuck you, I’m not reading your 1X1. Because if you read my two paragraphs you’d already know if we were compatible. Kthax.”

Believe me, there is no other context. But let’s pretend that would’ve ever been okay to do this to someone simply asking for interest. Maybe, if the user themselves would’ve put this in their 1x1. “Please never ever send me your 1x1’s, or give me any plot ideas. I won’t like them.” But even when a player admits they don’t know what they want...it doesn’t mean that being kind and offering a suggestion will lead to anything but unacceptable rudeness. So, hey, if you make a 1x1 page. It actually is relevant to include, “I will not be a massive prick to you.”

Next comes partners who don’t have major antisocial personality disorders, but problems still arise from lack of clear communication. (Because say it with me now, most players don’t know what they want.) Whether one minute someone wants a purposefully fast scene to slow down, and then almost quits immediately after because the RP isn’t going fast enough. Or a frustrated player doesn’t quite understand that a ‘collaboration RP’ means you can always put your ideas in the RP too.

I always encourage my partners to introduce their ideas, characters, and use creative IC problem solving. Because I believe there’s very rarely a time where an RP fails due to too much creativity. But it can be in your best interest to plan out every conceivable thing, if you’re that type of roleplayer. As personal taste obviously applies, and there isn’t a “wrong” way to roleplay, if everyone’s having a good time.

So here’s how I generally prefer to roleplay.
  • 1. Be willing and eager to fix my IC writing mistakes, if my partner brings them up. Because I believe all they want from me, is to improve both of our experiences.
  • 2. Directly communicate everything. When I’m busy, when I’ll be posting, updates in my writing process, providing branching options and suggestions on how the story can move forward. While making sure my partner is on the same page.
  • 3. Encourage my partner. And often, if needed. As I almost feel bad when I’m in a supposed collaboration and I’m nearly leading the whole process. So it really does help to emphasize that you like ideas, and want partners that can go with the flow. As I will never outright dismiss an idea. Quite the opposite, usually. I’ve never stopped an RP dead, because “Well, this element (you or I) introduced is something I don’t like now.”
  • 4. Stay active in my writing. (And explain what I’ve observed in terms of RP shelf life. A.K.A “How long will this last without either a post, or communication why that post isn’t done?”)
  • 5. Match intensity. (My biggest flaw that I’m currently working on. Which I’ve seen become an issue with some good partners.) Don’t constantly write so much more, or so little in comparison to your partner. Because it can easily lead to someone feeling bad, and assuming they’re doing something wrong. When it’s usually not a perceived problem at all. Though I do tend to write on the longer side, I really do try to keep things even as possible.
  • 6. Be willing to do things out of your comfort zone. For a lewd instance, I’ve both done and tried to initiate or be in romance RP's that would include kinks or pairings that I’m not particularly into in real life. But through my general experiences, they’ve certainly made for more interesting stories. And this usually works for genres that you don’t often do as well. So the more absurd and less generic the starting point, the more potential for greatness I say.
  • 7. Have all the small nagging details already clearly shown on my interest check. Because first impressions are valuable, after all.

And to end this long spiel on a positive note, I’ve been blessed with some of the better partners that I’ve had in a long while. Where my work and conduct is both praised and clearly appreciated. So here’s a non-specific thank you to my excellent partners, for being great roleplayers, and letting me continue to enjoy my hobby!
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Hidden 4 yrs ago Post by stone
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Personally, I’ve had longer and more successful RP’s through 1x1. Although, if I’m being honest, it’s not a big mystery as to why. (It’s because I tend to put the maximum effort into making sure my partners are satisfied, and keeping my roleplays active.) In contrast to groups RP’s I’ve been the player in, where the GM (or “CO-GM”) has been more than half of the reasons something dies before it gets off the ground. And half-assing my creation has never been a problem for me. But, if I can offer a general truth and tips on how someone may improve their chances here...


I swear I read the rest of your post lol, just couldn't help but wonder if you could elaborate a bit on this point?
Hidden 4 yrs ago 4 yrs ago Post by SleepingSilence
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@stone Hmm. Well, I'll try. There's simply been a lot of group RP's that I've done personally, where the GM, or the ones who lead it, are the reason the RP never gets off the ground.

So for instance, they make it, make everyone expend their effort making and reworking character sheets, often writing posts and trying to communicate in the OOC. Then they immediately flake out and drop it. Often without a serious reason, beside having the general lack of desire to continue the thing you started. Sometimes, they drop a RP they've created, just to make another one within a ridiculously small window of time. Which, unfortunately, the longer you roleplay, the more you see those types of players showing up. But an easily disinterested player, is just as easily replaceable. The GM however, really, shouldn't be the first one to stop caring about their work. And usually, you will (okay, I will) have to practically pry it out of them, if they mention their enthusiasm for the RP is dead at all.

(And every 'CO-GM' I've experienced has done one, if not all three of these things. 1. Cannot actually help you with lore, or cannot answer questions the same way as the GM would. 2. Posts the least and last. 3. First, or one of the first to drop out.) Which honestly, I get. It's usually merely a friend of the GM, looking to provide minimal support and encouragement. But then the GM makes the mistake of making them lead too. When the friend doesn't know about the RP, and might not even want to RP. But they don't want to say "No, I'll stay on the sidelines." to a friend. So instead, they waste all the other players time...)

*Obviously, this is my own experience that I'm describing.*

There's more and far worse examples, like a GM who got power hungry and banned player after player for not doing precisely what they wanted. But I've basically learned to "set my own example" through the same repeated failings of previous experiences. And I much prefer, 1x1 ghosting. Because I don't need to empathize with all the other players wondering where the GM went. And have long talks about, "someone taking over for the GM", which I also don't have pleasant examples of.
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Hidden 4 yrs ago 4 yrs ago Post by Foster
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Scratch-built seat-of-the-pants worldbuilding sandbox-RP.

Usually premised with a double-barreled shotgun approach on things that the story should at some point strive to achieve. Then throwing all that into a blender, throwing it at the 4th wall of the RP, and recording whatever sticks.
-Essentially basic go/no-go things, and if at all possible do ALL the things.

This has ofc resaulted in me and my partner nerding-out and discussing the fluid-dynamics of swimming in superglue vs molassas even though it had nothing to do with the story... we just thought it may come-up and be improtant sometime later in a cyberpunkt RP involving a half-elf and a shade... Which is read bed-time stories by the elf despite being stabbed in the chest due to a misunderstanding (repeatedly), and because we determined the shade had never read a book before. (since their shadow has a hard time turning the pages to an illuminated book... or operating a cellphone... or a computer)

We have shenanigans.

See sig.

Although those weren't 1x1s... just side-stories that I can probably dig up the link to.
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Hidden 4 yrs ago Post by Light the Dark
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The 1x1 RPs I've had the most success with have been with the other player in a GM-type role. In that, they had the plot of the story and knew where it needed to go eventually. This isn't to say they didn't ask for input or change the story based on how our characters were interacting, but they did have a clear goal in mind. These are the RPs that the story actually finished, which is a super success in my mind.

Less successful, but still on the 'mostly successful' scale, are the RPs that my partner and I plot out together. Now, the problem I have is I am pretty ok with making subplots, diversions for the RP to go on that aren't part of the main story. I'm NOT good with overarching plots. So when I have a partner who is good with the big picture, but less so with the little things, we tend to work well together.

- - -

I'm also flaky has heck so like. I don't really drop RPs as much as drop off the face of the earth for a while. (Gotta love crappy mental health.) So sometimes it might be a month before I reply. Which some people aren't cool with, and that's totally their choice, I don't get mad at them about that. I used to be one of those 'Reply 6 times a day' sort of people, but alas working full time and trying to have responsibilities means that doesn't happen.

- - -

But I think the best chance of RPing well together is if your writing style mixes well together. If your writing style and tone clashes, it's going to be a LOT harder to write the story.
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Hidden 4 yrs ago Post by POOHEAD189
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POOHEAD189 The Abmin

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Gently, but with a firm hand
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Hidden 4 yrs ago Post by Gravity Bounce
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Always a collaboration with any partner I've had. We take a plot or idea and build on it with our own put together ideas until we have somewhere to start. This is of course all other partners I've had and people I look to write with. It's a team effort. We also never plot too much where we have the whole roleplay talked out because it gets stale. There's no excitement in already knowing what will happen. There should surprises, plot twists, etc.
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