Hidden 11 yrs ago 10 yrs ago Post by DarkDissolver
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DarkDissolver

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Summary

In this guide we will attempt to explore all aspects of roleplaying and depict whats best and worst/ the ayes an nayes of roleplaying. Feel free to comment or PM me about anything not visited or to have me judge your roleplay or something. I hope this guide helps you.
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Interest checks
"This forum is for more general interest checks. Perhaps they span multiple roleplaying subforums."
-Roleplaying Guild.

Basically just a way to see whether or not anyone is interested in your roleplay idea. Recruit people. Et Cetera. With different levels of interests check use the one relating to the level of your roleplay. It is a useful tool. Test the waters and stuff. :3






Well done with listing the types of roleplay here. Now onto doing it right!
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How to Roleplay well






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(Probably wont ever update again. )
Hidden 11 yrs ago Post by Gowi
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Gowi

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I've seen AGM and GM more than "admin and mod" in case of roleplays.
Hidden 11 yrs ago Post by Agent B52
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Agent B52

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For GM's: NEVER underestimate the ability of players to derail your carefully crafted and detailed plots. A roleplay is fundamentally different from a video-game because even the greatest sandbox series just cannot provide the same level of freedom that a roleplay can. Never assume players will choose option A over B when they in fact decided to go for option T: The completely unexpected.



Don't try to negate the actions of a PC, even indirectly. Either by rapidly back-pedalling or introducing some plot device out of thin air just to preserve the scenario you had in mind. Player creativity should be encouraged, not strangled. Write a novel if you want a strictly controlled flow of the narrative.

For dice systems: The 'fail forward' system. Should for whatever reason the players critically fail at a task, do not make this a 'oh look how you suck' moment. When a master acrobat character rolls a one to jump on a table do not make him/her look like an incompetent fool and cause him/her to misstep like a child. Rather let him/her fail due to the environment: The table's leg snaps because it's rotten, or one of the baddies gives the table a shove at the critical moment causing the acrobat to lose his/her balance. Suddenly it isn't the player being an idiot it is the player simply being unlucky (reflecting the nature of a dice roll) or even better, the enemies being badass (makes it all the more satisfying to beat them).
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Hidden 11 yrs ago Post by ApocalypticaGM
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Agent B52 said
For dice systems: The 'fail forward' system. Should for whatever reason the players critically fail at a task, do not make this a 'oh look how you suck' moment. When a master acrobat character rolls a one to jump on a table do not make him/her look like an incompetent fool and cause him/her to misstep like a child. Rather let him/her fail due to the environment: The table's leg snaps because it's rotten, or one of the baddies gives the table a shove at the critical moment causing the acrobat to lose his/her balance. Suddenly it isn't the player being an idiot it is the player simply being unlucky (reflecting the nature of a dice roll) or even better, the enemies being badass (makes it all the more satisfying to beat them).


No sarcasm, I found this really helpful. I am building a RP we had in the old RPG and am working on integrating a simple dice system to create a bit more risk. Never touched dice before. I hadn't thought of how a subtle change of this nature wasn't just good for writing, it was also a way to not demean our players. Thanks for preventing that future mistake.
Hidden 11 yrs ago Post by DarkDissolver
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Thanks you for da tips Agent B52.
Hidden 11 yrs ago Post by VATROU
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VATROU The Barron

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Good tips. I'll be using some of these if I ever get my RP concept off the ground.
Hidden 10 yrs ago Post by Agent B52
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Agent B52

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It's been a while, but here are some new things I discovered/pilfered for my own use during my stints as GM. Also Dark, your OP is in dire need of an update.

The most important rule for GM's
Your players are here to have fun. It is the GM's job to make sure they actually have fun. It doesn't matter if they want a flimsy story justification adventure where they crawl dungeons all day just to watch their numbers go up. Or if broody mcbrood wants to brood in your high adventure epic. They were accepted to be part of the story, make sure they remain accepted. Each player ought to be catered enough that everyone in the group has fun, not just one player above the others. Fun is to be distributed equally without distinction.
Remember, you are the fun polizei, and if you need to send jackbooted thugs to break down a players door and shove the fun down their throats so be it. All hail fun, the one thing each and every GM should strive for. Unfun will be sent to the camps of forgotten stuff.

The GM is never wrong.
Everybody makes mistakes. While for most people it's difficult but usually necessary to admit those mistakes, GMs are never allowed to do so. That'd be like god showing up to a bunch of scientists and telling them whatever they're working on is pointless because it was just something he fucked up. "Sorry, lemme fix that, carry on." Therefore, never admit to being wrong. This does not mean you can force your players to do whatever you as GM want, because otherwise you are forgetting rule zero for GM's (see above). Instead, BE CONSISTENT. When players notice something you forgot, be all mysterious and applaud them for catching a subtle hint. Then out of their view plan around whatever it is that went wrong/you forgot/got mixed up etc.

Examples
GM: The dwarven fortress’ mighty gates suddenly appear before you when the sandstorm lulls for a moment-
Player: Waitaminute these were nomadic dwarfs!
GM: It’s a walking fortress of course.

Or alternatively:

Player: Hey how on earth is that mech getting away all of a sudden, when we were faster just moments before?
GM: That is absolutely correct. Strange is it not? Doesn’t it make you wonder how it did that?
Player: *paranoia intensifies*

Don't pull your punches, telegraph them.
In other words let actions primarily have predictable consequences. This isn’t necessarily the same as instantly punishing a player for getting caught up in the heat of the moment. For example if during a chase scene someone forgets what floor they’re on, a convenient haystack is much better than a splat sound. Provided that the building’s height is or was not a plot point and/or has not been repeatedly and clearly stated to be that tall. Because that is what this bit of advice is all about. When players for some reason or another clearly insist on doing something dumb that they have been given warnings about, don’t be afraid to drop the hammer. Trying to take on a dragon ten times their level, using a bomb as a melee weapon, or pimp-slapping that one really important noble of importance are just a few examples of mistakes that ought to result in severe consequences.
Hidden 10 yrs ago 10 yrs ago Post by Monotonous
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Monotonous Sock

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Bruh
Hidden 10 yrs ago 10 yrs ago Post by DarkDissolver
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DarkDissolver

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Why tho?
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