Avatar of ArenaSnow
  • Last Seen: 4 yrs ago
  • Joined: 10 yrs ago
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    1. ArenaSnow 10 yrs ago

Status

Recent Statuses

6 yrs ago
Current Seeya next week, Guild. Signing off.
1 like
6 yrs ago
Merry Christmas
2 likes
6 yrs ago
Elder Scrolls RP, now with the Creation Club!
2 likes
6 yrs ago
It's happening again. I have been visited by a soviet mad scientist, a king, a penguin prince of darkness, a house plant god thing, a mystical ancient member, a tired reaper (thank god) + a greeting.
6 likes
6 yrs ago
For the same reason Rome 2 was attacked by thousands of players who don't know what they're talking about. lleeeeeeemmmmings
2 likes

Bio

Whattr' you stairin' at.

Most Recent Posts

I could have sworn I saw this as a 1x1 plot. It had an 'almost'. I may give it a try, and in any case, I'll at least watch.
I've given group rp's a chance before and it died then so I am hesitant to try it,


I'm about done making walls, but I will target this bit. Wrong attitude.

I've given 1x1 RPs hundreds of chances. Most that I've ever done, died miles upon miles before completion.

If I based my gameplay by success rate, I would never roleplay again, because most of them that I ever join flop regardless of platform, intent, location. I don't remember my first roleplay, but I'm pretty sure it died at some point. What the hell would I have gained if I just stopped there?

Stopping after one fail is a core problem. Stop it.
A primary variable I think is always just flavor. In that field you can't really win, and I've already been over that. But there are methods to make your content more appealing, even if what you use is not necessarily popular at the moment. One fundamental issue, I think, is the fully anime nature of the check. You may think it diverse, I think it eliminates a portion of the audience. That's far from the only factor as anime and the like is rather popular, but most of those suggestions in your check run similar tones with different skins.

But perhaps a more glaring issue, one that is less abstract and more correctable, is the general structure of your interest check. By no means does one need a perfect presentation to get somewhere, but I find it suffers from a distinct lack of basic proofreading. In a forum context and especially chat context, I couldn't be arsed to proofread beyond checking if I contradicted myself. An interest check has far more room to be done right, and really, it should be done right. It's your pitch to another player. It is the basis of quality upon which you're judged, even if it is not necessarily accurate (I have an intro post elsewhere that has over 40 edits of polish, fuck if I am going to do that to a roleplay post ever in my life). It does not need extensive proofreading, but it could probably use a basic read over. I am lost at the general tone of the post (extremely indecisive rule presentation, abuse of 'normally').

While I appreciate the honesty, being antsy about replies really does not increase your appeal, and if anything is a very bad sign to those reading the post. As something that approaches the borderline standing by itself, being antsy implies you are one of the people who will go 'are you there are you there hey post godammit post' (right or wrong mind you, perhaps you're much more mellow about it) which feeds into an impression of low effort (proofreading) a few quality warning signs (the dominance of OC x canon char in preference is something commonly seen in very fast roleplays that burn out super quick and badly in my experience, and the overall tone raises a small maturity flag) and a conclusion that, based on your last rule, you want a fast roleplay that continues for a long time. I find that a contradiction in terms. Perhaps someone else has achieved it, but I find fast rates and long term to be opposing magnets.

Maybe the above is wrong, and not what you mean to convey at all. I'd believe that. However, flash judgements is the heart of the problem and that will not be 'fixed' (improved, assholes like me will judge anyways after all) without a presentation that is cleaner, more proofread, more structured (you could mention that you like regular posts in the rules and compensate for antsy with expecting regular OOC activity) and, if not more broad in its scope, then perhaps offering something more concrete in terms of plot ideas to really show you've got what it takes. Based on that post, I really don't know. But I'm not the best person to decide at all, as I've gotten quite picky over the years. My interests are diverse, but my interest is very difficult.

I think you need to consider other people's interest checks at an analytical level - how they write it, tone, the cohesion of the structure - to see how to at least spruce things up and see what might appeal. Again, this all might do nothing at all, as people have fickle tastes. All you can really do is analyze yourself if you can (some people can't, oh well) and work on the structure that you can definitely spruce up. If none of that works, consider giving group games a try (I thought 1x1 lasted longer, but honestly, half the time it's the same bloody thing if you have a semi competent group gm with an equivalent okish 1x1 player), writing stories a try (NaNoWriMo is coming up) or enter that fickle domain they call worldbuilding.
You may garner more attention if you provide more to work with in the first place.
I suppose the question, then, is if you want my honest opinion as to what the variables are. I would have my own reasons for passing over, both on a personal level and thinking of what others would look for, but again, probably prudent to ask in this case. Doesn't matter much to me either way.
Tastes follow broad swathes based on what is popular, which presumably is where you will get the most 'cheap activity' - that is, you found what's popular and actually get a game quickly, but then your chances of lasting based on the whims of someone who followed the flavor of the hour... dead.

That leaves the fickle task of appealing to a broad audience in some other way, and you can never really win in that war. I'll just leave it at that, as the solution is yours to find and not the scope of this thread anyways.

I've seen and had countless deaths in group and 1x1 roleplaying, most of them from my partner/collective group, but in some cases because I failed to hold interest or times took a particularly southward turn. Have they hurt at all? Sure. It's the reason why I started baking dead roleplays into my behind the scenes lore, because I hate my creations simply being left in limbo whatever they are. Through that mechanic, and my methods of always keeping busy, I never consider the confidence part. Too much to do in life to worry about being unappealing to the broad audience on a little ole' roleplay site. If it does not work, try another approach, look at what others have done and learn exactly what the scenario is that you're in, or simply move on, for life has many more offerings than the guild.
Welcome :)

Worldbuilding, ah, so you're one of them... good, good.
Welcome :)

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