Hidden 11 yrs ago Post by mizushinzui
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mizushinzui FFFFFFFFForce of will.

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So I was wondering if anyone else has the experience of coming up with an idea for an RP that you thought was a really, really good one and then when you posted it onto the interest check almost no one went for it ?

I always feel like it's a different feeling to having an RP die on you half way through, it's like a rejection almost when no one wants to RP your idea.

Your thoughts on this guys?
Hidden 11 yrs ago Post by Rina
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It can be frustrating when that happens. How is the formatting of your interest check? Sometimes how you organize your interest check can make a big difference since you are wanting to make it easily readable and understandable for people that are checking out your interest check. Sometime taking a little extra time in making sure all the needed information about your idea and the plot you have in mind are there and presented well can make a big difference.

Sadly there are times ideas will flop but don't give up. Sometimes it just takes time to gather interest or sometimes it just depends on timing since not everyone is looking through the interest check all the time. Maybe the right group of people just haven't looked through your interest check yet.
Hidden 11 yrs ago Post by mizushinzui
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The particular interest check I was thinking of was sort of a text dump I guess, but I was more just wondering how other people felt about loosing their favorite RP ideas before they got off the ground.

p.s. holy crap you've randomized your sig! how did you do that? o.O
Hidden 11 yrs ago Post by Rina
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Yeah, it can be hard when things doesn't work out but I like to stay optimistic (or maybe stubborn would be a better term to use) so I usually keep at it if it doesn't work out until it does.

I use a sig rotator. All you have to do is make an account and add in the pictures you want. Once you do that just add the link given to your sig and you're good to go.
Hidden 11 yrs ago Post by mizushinzui
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That is the best thing ever!! I'm totally trying that out when I can be bothered to make enough sigs to add to it :D
Hidden 11 yrs ago Post by Tydosius
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I have an RP idea that I won't post simply because it doesn't seem like it would click with this community.
I come from a HL2RP background, so all RP ideas I have keep combat to a fourth priority, below atmosphere, context and environment.
But here, it feels like combat is second priority below context and above environment and atmosphere.
I think I just need to get comfortable with this style of RP.
Hidden 11 yrs ago Post by Dervish
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Maybe you could show us your interest check? I for one would be happy to help you tidy it up and maybe try and sell your idea a bit better with you if you'd like!
Hidden 11 yrs ago Post by ApocalypticaGM
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mizushinzui said
So I was wondering if anyone else has the experience of coming up with an idea for an RP that you thought was a really, really good one and then when you posted it onto the interest check almost no one went for it ?

I always feel like it's a different feeling to having an RP die on you half way through, it's like a rejection almost when no one wants to RP your idea.

Your thoughts on this guys?


Sometimes it's formatting, sometimes it's the population, and sometimes it just isn't the time. Someone already spoke about formatting, so I'll elaborate on the latter bits. You can tell the general interests of our community by scanning a forum and keeping tabs on what is largely more prevalent and populated. There even seems to be a fixed number of certain types of RPs in some parts of the forum, where say there may only usually be 2-3 continuous zombie roleplays in Advanced. It can make starting a new one a bit more difficult as you're being constantly compared if a player senses some level of instability, they have a sort of lifeboat for their interest in those others. Content can absolutely change a roleplay to prevent there just being another 'run of zed' thing, but you've really got to hook people in from the start if you want that difference to be felt. I have also started Interest Checks formatted with reference to more popular RPs and my prior successes only to receive minimal responses. Timing can be a big part of initiating a RP. If there are three other RPs, or even just one other starting up with a common GM name, and you're both working with pretty similar ideas, it may not be the right time to jump in. You also want to walk this line between a text dump, well organized or not, and a barebones interest check. I've seen RPers pass up prospective RPs both because there was too much background and not enough.

My advice is to see what's in play and what's in popular, then decide how to launch your RP. Make the format readable, offer short versions of histories and the like, and remember that if your interest check doesn't take off it's not about you.

Tydosius said
I have an RP idea that I won't post simply because it doesn't seem like it would click with this community.I come from a HL2RP background, so all RP ideas I have keep combat to a fourth priority, below atmosphere, context and environment.But here, it feels like combat is second priority below context and above environment and atmosphere.I think I just need to get comfortable with this style of RP.


Oh, you too? I started with the HL Mod The Specialist (TSRP). I'd say that the combat priority bit changes when combat and tension actually means looking down the barrel of a virtual gun. Those types of RP always got me, because you could be anything, but when there wasn't a major RP going on you had to make money to buy a property and all this other jazz. A great mix of slice of life and something extraordinary.
Hidden 11 yrs ago Post by mizushinzui
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Dervish said
Maybe you could show us your interest check? I for one would be happy to help you tidy it up and maybe try and sell your idea a bit better with you if you'd like!


The Interest check in question is located in my sig, I've reformatted it a little but not sure if it's any better.

Thanks for you help everyone :)
Hidden 11 yrs ago Post by Ruby
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I've had ideas flop.

Posted the same interest check (exactly) a month later? Had to beat potential players off with a stick.

Good ideas have amazing shelf life. Failure is part of GMing, no way around it. But don't let that get you down on a good idea. =)
Hidden 11 yrs ago Post by Dervish
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mizushinzui said
The Interest check in question is located in my sig, I've reformatted it a little but not sure if it's any better. Thanks for you help everyone :)


Alrighty! I'll try to get to it after work. :)
Hidden 11 yrs ago Post by mizushinzui
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Dervish said
Alrighty! I'll try to get to it after work. :)


Thanks :) I've reposted it now with an updated format and a little more information than the last attempt but could still use some input
Hidden 11 yrs ago Post by Dervish
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I think something that might be a bit of a turn off for people is the way it's presented as overpowered/god modding characters. God-RPs and super human RPs tend to do very well on this site, but one thing people are almost all universally afraid of is people godmodding or making an overpowered Mary Sue-type character where the story is secondary to being a badass. It's simple word use, but the way it's worded can do a lot to change someone's conceptions about a game.

While I certainly understand you're going for something where people have god-like abilities, it would be a good idea to set some sort of limits to it or general guidelines to keep people in check and on a good path for character creation. When you literally have every choice in the world, it's actually really hard to make up your mind about things, and a lot of people don't want to have to worry about another character in the game that's so out of balance, it isn't fair. There's a lot of powers that somebody could potentially pick that literally have no counter and is quite unstoppable. Since there's probably going to be PvP in a game with a lot of NPC fights, you definitely need to put some kind of cap on what people can and can't do, especially if you want fights against enemies to actually have an impact/ be a challenge.

Another thing is you should really play up the story aspects. Remember, people are generally here to play a character, not a video game. Assigning stats to character sheets is something I rarely see work out well, and since it's not a table-top game, maybe you should disregard that? Looking at your power table,

"1 - Heavyweight Boxer
2 - Super Heavyweight Boxer
3 - Neo From the Matrix
4 - Goku mid DragonBall Z
5 - Can Lift 2 trucks
6 - Can lift a medium house
7 - Can lift a large house
8 - Can Punch a hole through a mountain
9 - Can Punch a meatore sized crator into the ground
10 - Your punches are basically a nuke "

That is a very uneven and unbalanced list, not even including the fact that Goku is pretty much already god-like in power, and I'm like 90% sure that he's capable of doing everything except for Nuke-fist, which I'm going to say is probably a terrible idea. Just to give you an idea, you can actually load a "medium sized" house (let's say a 2 story bungalow) onto a large flatbed truck and move it. Mountains are vast, massive and incredibly dense and heavy landmasses that are formed from incredibly powerful natural forces with so much force that literally billions of tonnes of rock are forced up from the crust of the Earth from two colliding tectonic plates into towering peaks that endure largely unchanged for hundreds of millions of years. Going from "moving a house" to "destroying something that weighs millions of times more than a house" is quite an exponential leap, wouldn't you say? And then it goes to pretty much city destroying force, which is where things get ridiculous. How is anything supposed to resist that? When one punch can literally kill hundreds of thousands of people, you're not really creating a balanced game where people are encouraged to do much else than deal in brute force. There's also nothing to aspire to; if a character's already starting off as a force of nature that is more devastating than a natural disaster, what's their progression? What's a character supposed to do, how are they supposed to develop and grow?

Looking at the speed scale, it also kind of comes across as a bit "sloppy", for a lack of better term. When you are using Sonic the Hedgehog as a reference 3 times as an unmeasurable unit and isn't really going to make people take it seriously, it doesn't give people an accurate gauge of how fast that speed is supposed to be. Also, the speed of sound really isn't that fast, a jet fighter breaks it, and several jets go several times the speed of sound. When you're comparing that proportionally to strength, there's no reason to pick speed as an asset over strength, because someone who can break the sound barrier literally can't escape the force of impact of someone who's punching holes in the Earth the size of asteroid craters.

Things with the story don't really add up; who are the Arisen and if they're a part of the normal world, why are they suddenly appearing now? How has civilization even sprung up when at any point, any progress could have been stopped dead by a single demi-god? Why were they in hiding to begin with? Who are these Children of Light, where did they come from? Why are they fighting the Arisen? How did they know who was Arisen or not? If you want to draw people into the story, you really need to flesh out the world you're trying to establish and give people a reason to care about it. Right now, this kind of reads like an Arena-style game that's focused primarily on fighting, since that's the area you've given the most thought/ work into. Most people in the Casual section are looking for story over action. Remember, you're trying to sell people a story they want to get invested in. They need something to go off of and some kind of direction and guarantee that it'll survive more than a few weeks. In a sense, you're competing for people's attention in a sea of literally dozens of other games. What's the draw and why should people chose to invest time and effort into your game over somebody else's? Remember, just because you're passionate about an idea doesn't necessarily mean other people share your enthusiasm. You need something to hook them into it and convince them that it's worth taking a chance on. Take the time to develop the game's setting and information and convey it into something people can grasp and digest. Don't make it complicated, but make it look like that you know what you're doing, otherwise it might appear like you didn't really make it past the basic concept stage. That doesn't bode well for a game's life expectancy.

Also, the write up at the top kind of does a good idea conveying what you're going for in the game, but it really comes across as a pointless act of destruction without motivation and comes across as an excuse to show us how badass that kid is supposed to be. If he's been powerful his whole life, why would he find getting hit by trucks and destroying them so amusing? Why did he do that, to draw attention? You can really give some narrative weight to the scene and use it as a "hook". How is this any different than another super power game? Maybe give the kid some kind of personality and reasoning for his action, like he was hoping to accomplish drawing somebody out or trying to escalate things with the Arisen to start the war that the Children of the Light are apparently craving. Basically, give the scene a point and a reason for people to be drawn into the narrative.

Hope this all helps!
Hidden 11 yrs ago Post by Animelover_princess
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soooo many times
Hidden 11 yrs ago Post by Primal Conundrum
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I've had a supersoldiers / world war 3 elite forces thing I've tried to get off the ground a few times, never enough interest. There's also the multiverse AU crossover I try to restart occasionally, but on the rare occasion where I actually get players for it they seem to not pay any attention to any of the background setup for the game and wind up doing things that don't make sense- aka I often just get really bad players.
Hidden 10 yrs ago Post by Pepschep
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As somebody who likes casual military RPs, I've experienced that problem a number of times. It's...frustrating, to say the least.
Hidden 10 yrs ago Post by NarcolepticSailor
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I'd enjoy seeing a Nation RP based in the Warcraft or Fallout universe. Always debated trying to get one up and running myself, but I haven't the slightest idea how stats work.
Hidden 10 yrs ago Post by Brovo
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A starship RP where it's a bunch of people as a crew of one ship. That's set out to find a new home planet for Earth. Then encounters like, tons of other shit along the way.

Think like... If Star Trek and Battlestar Galactica had a baby. Then throw in clones and robots and stuff.

And yet my every attempt at it has ended in horrible failure, usually due to people arguing with me about why their version of space lasers in space are more realistic than my version of space lasers in space, and why their way should be taken over my way, and then this fight erupts between like, three or four of them, and then it invariable collapses before it even begins.

... Sigh...
Hidden 10 yrs ago Post by Pepschep
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My signature :/
Hidden 10 yrs ago Post by Rilla
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Dervish said -snipples-


I think Stats can work, but in my experience - they usually work without any descriptions to go along with them, for the numbers. Dervish is right, the one above(in his post), is all over the map.

I used stats in my Bleach RP, but didn't give them descriptions and just let the numbers speak for themselves.

For instance, if player A has 5 points in Defense and Player B has 3, then player A can survive more/take less damage from an attack than player B would if they were hit with the same attack, same strength, same circumstances.

I find it works better that way, rather than finding two extremes(Say, average human punch with no training/minimal street fights to say... punching a hole in a mountain). You have to start finding things that are consistent between them, so levels 5-6 don't take a small leap, while 2-3 take a huge leap).
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