ERP-223 one of the largest govenment secrets The lab is tucked deep in the mountains of the Midwestern united states well funded in research of biological weapons everything from cross species genetics to experimental clone soldier's and state of the art technology all made with little to no ethics used to keep some of the more obviously mad scientists in check. Guards are well payed and loyal to there country willing to keep anyone out no matter what force has to be taken. Anyone who have tried to escape or try to exspose of what goes on never make it far from new lab assistance vanishing after loosing there nerve or the occasional hunt from a rouge specimen on the grounds.
(First real post on here kinda been wanting to try running a game myself so ill try and take a shot at it.)
power(s): She has the power of telekinesis and telepathy
personality: A troublemaker from the first time you meet her to the last. She is very curious and if she is interested in doing something, or interested in some sort of information she will be determined to find out something on it. On the contrary if she’s not interested in it she ends up being lazy, and perhaps she’ll do something like try and get someone else to do it. She tends to do this with all her work and homework and all her classes. She loves to do new and exciting events and can be quite sneaky. Other than her curiosity, her mouth can get her in trouble at times. If someone makes fun of her she will defend herself and make fun of them back. That is one thing she is almost never scared of no mater what. Along with this she says what shes thinks about something. She doesn’t tend to talk about people behind their backs, but tells them it too there face. She can be a good leader at times also at times, but she isn’t that good at motivating people at doing things. She can be very negative at times and she is really stubborn for what she believes in and refuses to change her opinions about something once she had made it. Even though a lot of this, Alloy can be a person to make a lot of jokes and have lots of fun and is a major tomboy. She enjoys sporty things. She also likes jokes and the outside a lot. She tends not to pay attention to a lot of things and tends to just zone out of boredom. Also she is almost always moving some part of her body and at times can be distracted sort of easily. She can also be stupid and naive at times.
Is there an actual plot here? You should have an actual plot or goal here.
Name:
age/gender:
power(s):
appearance:
personality:
etc.:
Yeah, you need to work on your CS. Ending it with "etc." is never a good idea. You can go with a bare bones CS, but it needs some guidelines and limitations. "Powers" is not good enough. I played in an RP once that was vague on powers, so I gave myself the ability to turn anything from my imagination into reality, and it killed the fun. I breezed through it so fast that the GM couldn't think of content to add because he wasn't prepared. For this one, I would just give myself the ability to turn invisible walk through walls and escape in one post. There aren't any rules stopping me from doing that right now. You also don't have a bio slot. A bio is vital to an RP. What happened to (character) BEFORE all this? Was (character) born with the powers? How did his/her family/friends react to it? How did it affect his/her life? It gives the player a "springboard" and a reason for their behavior (to make their family proud, to rescue someone, to prove they're not a monster, to take over the world as revenge, etc).
Here's an example of a CS Sheet with guidelines/limitations:
Name: (first and last)
Age: (between 12 and 20)
School Year: (First-Fourth)
Gender: (Self-Explanatory)
Appearance: (Images and descriptions are both accepted)
Nationality: (Where does your character come from)
Personality: (one paragraph at least)
Bio: (2-3 paragraphs at least)
Weapon: (Modern weapons only. No more than two. GM is final authority on weapons)
Abilities: (Supernatural ability given to your player. No more than two. GM is final authority on powers)
You also need some actual rules for your RP. Here's an example of a good OP/Rule list:
- No God modding
- Be reasonable when fighting IC (no auto hitting/ infinite dodging, no killing/ harming someone else's character without their permission and all that)
- Be cordial. Respect other people and you will be treated equally, not and we're will have to ask you to leave, kindly.
- Please respect the GM. I should be the final arbiters of any dispute.
- Follow the Guild's rules for content/language. Take any improper material to PMs, please.
- Keep your IC posts at a minimum length of one paragraph and please try to write as well as you can. We know that English is not everyone's main language, but that's no excuse to being negligent.
- Although there is no posting order, please do not spam post. Wait at least until two people have gone before you before posting again.
- If you're going to leave for an extended period of time, or drop the RP, please let us know. We might be become a little sad because of it but we will respect your choice, but leaving without prior notice causes unneeded distress for all the other players.
- And finally... Have fun! Because that's what we are here for, right?
Methinks you need to put some more thought into this. You have a location and that's about it. Why are we there? How did we end up with powers in the first place? Are powers common, or are we anomalies, or were we given them? What are we trying to achieve? I have no doubt that the world looks great in your head, but we can't see it. All we have is what's written, and all you've written is "There's a secret facility that's up to no good." @Always is a young girl with powers and a detailed personality. She's in a government lab that makes bio-weapons. How'd that happen?
Being a GM is lots of fun, but it takes a lot of work. You have to build a world and maintain it. You have to plug as many holes as possible before it starts, so you don't get caught off-guard and aren't forced to make up something to fix it. You can't just drop the players into an open field. You need to set up some walls, because even open-world games have walls. I don't want to start the RP and have to imagine what the facility looks like and what they're doing. That's your job.
I'm not trying to discourage you, by all means, and I certainly don't want you to give up. If you want to GM a game, do it! Just know that you have to really waterproof your game for it to work. It's far too easy to just charge into an RP you like, try and wing it, and have it fail. I suggest you look through some successful Casual RP OOC's to see what the CS looks like and how the GM operates. It just might help.
And this looks pretty interesting, tbh. I'll subscribe, and consider joining later if you want to tighten the screws up on this RP. If not, okay, go for it, but you may not get very far.
@MatthiasAngel For the most part I agree with what you are saying, except for the bio. In a way the bio could be an optional thing in this roleplay. For example, everyone could of been kidnapped, and tested on and thrown into a room with no memory of that happening and as they are in the room they begin to find out there powers. There for there would be no need for a bio since the charactors would never even remember it.
@Always I would assume the characters are trying to remember their past. But you're right, you can skip a bio for a Casual RP. I was thinking in terms of high Casual RP.