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Posted: Fri Jan 15, 2010 4:34 pm
You can plan as much as you want, and really having a plan in case of anything is a good idea, but you need to remain flexible instead of forcing the plot to go as you want it to.
with the points; it's nice to be on a white list, but it doesn't mean anything, there's no benefit, there's no reason to strive for it, with points you earn them by doing awesome stuff, being reliable, good writing, etc, then you use the points to get your character out of a sticky situation, or just be awesome. But remember, give out the points sparingly and make it take quite a bit to do anything useful. It's like candy, a little is sweet, but a lot makes you feel shitty.
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Posted: Fri Jan 15, 2010 5:21 pm
For planning, What I do is I make an A and a Z. and depending on the length of what I'm doing, I might make a Q or even more letters. In the end, I have the things that I've wanted to happen happen, but how they happen ends up being completely up to the players.
It makes me feel kinda lazy, but my players seem to enjoy my RP, and I'm never stressed about them doing everything wrong (I may have to set some incinsistencies straight, but only when it's something the players have no control over and accidentally did an action they couldn't quite yet.)
I've never used points, but I probably have an unwritten system going on. The longer I've known a player and the more I like them, the more likely I am to let them get away with something. However, I'm never afraid to bring something down hard on a player that's been having everything go well for their character.
Not sure how helpful this rant was, but it's a few things to think about.
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Posted: Fri Jan 15, 2010 8:15 pm
I am new to the school, but I think that this is a good piece of advice, if you have not already posted it.
If you are playing a GM (or as I call them RPM) role, do not settle with one storyline, or before you know it, you may be near its end and won't have anything for the players to do afterwards. I actually have had this happen to me quite a few times. Always have something for your characters to do next, or one of two things will happen; 1) The roleplay will end there, or 2) the little storylines you make to try to keep the RP going with cause it to eventually sputter out and die, or the players will lose track or what is happening and just stop posting.
I hope that this is a good tip, and I hope this won't happen to me anymore... stare If you already had this posted down, sorry for repeating it. sweatdrop
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Posted: Tue Mar 09, 2010 9:53 pm
What's your opinion on Table of Contents posts? Some of them are helpful, but they also seem to just take up space.
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Posted: Fri Mar 19, 2010 2:33 am
If your setup is even kind of complex or long I would definitely suggest having one, but I would never suggest you have it alone, even for fluff. Instead I always build one into my intro post, which helps because usually my intros aren't very long.
I also find it's helpful to make an indexing footer that indicates where in the thread you are and what's near by, usually when I do that I have a larger version in the first post so that it stands as it's own object. You do have to make sure that they're all correct and up to date, if you change something and only fix a few posts then people are going to get confused by it instead of guided.
Btw, I added a section in setup structure, not about this though
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Posted: Sat Mar 20, 2010 1:52 pm
I find that when creating an rp or a character, a little research helps quite a bit. Even if it seems like an original idea, seeing how others develop their rp's and characters can help you organize your own.
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Posted: Sat Mar 27, 2010 12:20 am
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Posted: Thu May 06, 2010 9:17 pm
I'm pretty new and all, but was wondering about the complexity of RPs here, particularly lvl 3's. Just seeing that a good portion of lvl 3's that are active use some form of skill/dice/SP or AP/ system that I've never used. Just wondering that if I make a straight up lvl 3 RP with no such system if it will be successful or not. *basically asking do the RPers of this guild prefer system-based RPing or 'no strings attached' RPing?)
I'm scared of making anything beneath a lvl 3 because I peek in there and see tiny posts. I have tiny postaphobia because I prefer to be literate lol. I also hail from "The Literate Roleplaying Guild" where there's a two paragraph minimum to posts. That might explain it a bit lol. (not that I intend to make an RP with a 2P minimum post. 8 developed sentences will do just fine)
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Posted: Mon May 10, 2010 5:08 am
What you have to remember is that you don't pick what level your RP goes in, we do, so don't worry about it.
As far as fight systems, I honestly have no idea, never used them myself.
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Posted: Mon May 10, 2010 5:17 pm
Lol I understand that, just saying I don't plan on making anything below Lvl 3 quality. If I do botch it up a little and end up in lvl 2 I'll work it for awhile and eventually use the Graduation sequence to bump it up to lvl 3.
And I'll say that's as good a reason as any to continue with my original plan. I don't have the time or motivation at the moment to learn how to use the battle systems and such.
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Posted: Mon May 10, 2010 9:41 pm
best advice I can give you for battle systems is to try it out, join an RP that has one (try to pick a successful RP, it's real easy to make a bad system) and join in, maybe as a temporary character but anything is better than nothing. That or give Dungeons and Dragons a shot, maybe one of the Games Workshop games, Warhammer, Warhammer 40k, LotR, they have shops all over the place so there's a good chance there's one near you and the dudes will be more than happy to give you a trial game; it should be pretty clear if that's the sort of thing you want to do.
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Posted: Mon Jun 07, 2010 2:31 am
Dreiyan Just wondering that if I make a straight up lvl 3 RP with no such system if it will be successful or not? First, Dreivan, we should probably explain a little bit about how we make that call. It goes a little something like this: Four-fifths of the decision is based upon the GMs "World creation." How much detail and creativity you provide for the players to fully flesh out unique characters in your world is key. So the majority of the weight when it comes to building a Level 3 Roleplay falls upon the GM's shoulders. That last fifth is the environment created by the players. Is everyone up to snuff? Are the roleplayers creating an environment that cultivates and encourages a high-level experience? Even the most detailed and strange worlds can fall into Level 2 if posting is consistently mundane; likewise, a very simple premise can be vaulted into the higher caste if roleplayers mold it into some unexpected masterpiece via their interactions. Now to answer your question about fight systems: No, you don't need one to survive in the Third Tier. It just so happens that several of the successful Level 3 roleplays integrated very structured systems for combat or tracking a player's status. If you look, you'll notice they run the whole gamut, really. "Battle Hymn of the Republic" is entirely free-form, run purely by the GM's will. "Cinders of the Future" has a system for tracking the players' status, but combat is still free-form and almost entirely in the hands of the GM. However, Awesome Points are present and are used to give players that edge in the worst situations. "Ride the End" has a skill system that heavily effects combat performance, but still lacks any sort of "health system" or actual character stats. Then there's "Mazes & Monsters" which is a D&D-inspired roleplay that is ALL about the numbers, like most pen and paper games. Hopefully by picking through these examples I've shown you that really anything can survive here. It's just a matter of how cleanly you present your world.
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Posted: Sat Jun 12, 2010 9:27 am
Dreiyan Lol I understand that, just saying I don't plan on making anything below Lvl 3 quality. If I do botch it up a little and end up in lvl 2 I'll work it for awhile and eventually use the Graduation sequence to bump it up to lvl 3. And I'll say that's as good a reason as any to continue with my original plan. I don't have the time or motivation at the moment to learn how to use the battle systems and such. I'm not sure how much help this will be, but I once found a very engaging and high level RP known as Sonnets of the Three Kingdoms, which used a combat system of dice rolling. How it worked, in short, was depending on your style of fighting (ranged or melee), you would either roll a 20 sided die or a 6 sided die (6 for melee, 20 for ranged). So if, hypothetically the two of us were fighting in hand-to-hand combat, we would both use 6 sided dice. If I wanted to attack, I'd say what I was doing and then roll the die. If it rolled 1-3, it was a miss guaranteed. 4 you could still dodge to a degree, but with some damage. 5 gave a good deal of punishment, but not enough to end the fight normally. 6 was usually a killing blow, unless your character had an important role and couldn't be killed off at that point in the story without ruining it. Ranged, well I'm not to sharp on the details of that, since I never used it, and never really payed attention to those who did, but I would assume that it's similar. Anyway, to get to the point, as long as it's fair and well thought out, I don't think the RPers will mind if you have a combat system. A health system on the other hand, that's a bit of a "if" situation, so I'd avoid it altogether.
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