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A general roleplay guild with emphasis on improving RPers. 

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Exercise: GMs Responding to Characters

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School Of Dedicated RPers
Captain

PostPosted: Tue Aug 14, 2007 4:06 pm


Lecture
The main task of a GM is to control the plot. There are many ways to go about this but we will be focusing on character interaction because, let's face it, it's what I like the best and you can't get away from it in any RP even when you are not the GM.

The reason character interaction is so important is very simple. Obviously, there are characters that you control (NPCs) and characters that other people control (PCs). For the simplification of this lesson we will not be considering the difference between PCs and NPCs controled by the GM and we will lump them all together as NPCs. So, you have two types of characters, the types you can control and predict (NPCs) and the ones you cannot (PCs). In terms of the 'plot,' however, every character effects it according to the same equation:

Character Interaction = relationships = unknown variables/known catalysts = subplots.

Character subplots means that no matter what sort of plot you start out with for your RP, it WILL get more complicated and/or change as you go along. So, if your job is to control the plot, but you cannot control all of the subplots that affect the plot, then what are you supposed to do about it?

The first thing you do is deal with it. I have never seen an RP succeed where every character was outlined by the GM from the beginning. People don't want to join, or suddenly they are scared about what they can or cannot do. You just have to sharpen your tools and deal with the fact that your little RP plant is going to grow towards the light or die a painful death.

The second thing you do is take a look at what makes up this mysterious thing called a plot. In very simple terms, every plot looks like this:

Main Plot: setting + circumstance => premise
premise (+action) => conflict
conflict +action => consequences
(this step is usually the climax)
consequences (+action) => resolution.

You'll notice that two steps have action in parenthasis. That's because action here is optional. It can act as a sort catalyst in some cases, and in others it can be thought of as necessary to get to the next step. In still others, something a basic as a character's thoughts, facial expressions, or past relationship with another character can serve as the action. What I'm saying is, keep your mind open and keep your eye open for when you can give your players a chance to be a part of an interesting equation.

That sounded corny, but it brings us to our next activity:

Activity
Every RPG needs to start with a premise. There is the larger premise of "OMG the aliens are coming!!!" and then there are the smaller premises that you must use to start a character off. Because I believe firmly is working a**-backwards in creating plot, I've tested the theory of starting with the minor premises and figuring out the rest later. For me, it works. For you, you may want to figure out a single minor premise, such as for a character of yours in the RPG, and then work to figure out the larger premise before starting the RPG. Larger premises do help players choose/create their characters for your RPG.

But at any rate, we are going to start with the smallest premise possible and leave it up to you how big it gets. The first step is to 1. Choose a character profile from the Character Development subforum. Do not choose your own character. The point of doing it this way is to get used to the idea that not every character in the RPG is going to be under your control. You can tell people with a bad profile to please go away, but you can't micro-manage the people with a good profile. If you do not require a profile for your RPG, you will still have to respond to what you learn about the others' characters through the RP itself. When you complete this activity please state clearly near the top of your post in bold or something what character you picked and link to the profile.

2. Choose a setting to start that character off in. Think about what places that character is likely to go. Sometimes you will have a player choose the setting, but this is always in the context of a larger whole that you provide for them. At other times, you will want to start them off at a very specific place in order to hook them into the major plotlines. This first post I like to call a prompt, and usually the more specific and thoughtful your prompt is, the more likely that person will be willing to devote time to the RPG in the future. For this activity you may state the over-all setting in the first line. This is to replace whatever explanation of the RP world you started every one off with. If that doesnt make any sense to you, don't bother with it.

3. Write a prompt! With a setting chosen and a character profile to look at, you should be able to come up with a premise. Why is the character there? Now that they are there, what is there to interest them? Do you want to force them to react to something (for instance, is an alien threatening to chop their head off) or do you want them to notice something more subtle in the environment? Setting the mood is important in a prompt, but please keep in mind that you want some action in this RP, so give the character something to react to. Whatever you do, DO NOT AUTO-PILOT the other character! That character is not yours to play, so set the scene up for them but don't play fortune teller. Even if you feel you know the character pretty well, you cannot predict them 100%.

4. Predict their response. I know, I just told you that you can't do this. Well, you can't, not really, but if you're going to have any sense of control you need to be able to think about what the character might do. Sometimes you will find yourself betting on what the character will do. That's ok as long as you can handle it when you are wrong. Sometimes thinking about it ahead of time helps you write the next post and prepare NPCs and other subplots. So, what I want you to do is write a very simple "prediction" in white text underneath your prompt. It's important that you hide it in white text for the next activity. Here is the code:

[color=white]text[[/color]


5. Compare Predictions. If you can get some one else to take the same character profile and predict that character's response, then the two of you can compare your predictions! Fun!
PostPosted: Thu Sep 06, 2007 4:30 pm


I'm bumping this, cause you'd think it'd be a sticky...or something...

IF IT'S WRITTEN BY A GUILD MASTER GUYFACE, THEN SHOULDN"T IT BELONG SOMEWHERE...permanent? like a "How-To" forum...where the topics that explain what to do in a roleplay are all compressed and added on to as necessary?

You'd think, but knowing my luck, I just missed that sub-forum, or, in even worse luck, it's in this one, I just missed the thread.

Either way, I forgot my point.

Jikial

Distinct Hunter


Anidzuki

PostPosted: Thu Sep 27, 2007 9:10 pm


Ahh yes. Good lesson. BUMP!

Anyway, it's actually quite simple to predict plot movement using well known story techniques. But you have to be sure you follow the basic premise of RPing. 1) you cannot control their characters; 2) you cannot kill their characters; 3) you cannot rewrite the history of their characters. If you believe you can abide by those rules, then read on.

A simple method I use is the Mind-Map (Story-Map for some authors). Using mind-maps I've been able to predict two to three days ahead [Yeah, I know.] of what the characters are currently roleplaying [even though you plan for it all to happen.]

Here's how you draw a mind map:

1) Start by understanding the current situation. If you try to control the situation and you have no clue what the characters are doing, where they are, and what time frame they're in, then you might as well stop RPing.

2)Write down basic notes about every character, and how they're described to act in a personal fashion.

3)Be creative. You can't predict the future if you don't have anything to predict for.

4)When you begin drawing a mind-map. Choose one set location where you want to begin your plot intervention. Call it location X.

5)When one character enters that plot point. Think of three likely but vague scenarios that could possibly happen, or you scenarios you could gently "push" their characters into.

6)From location X, we rename the next MOST LIKELY scenario to Timeline X. The second MOST LIKELY scenario to happen becomes Timeline Y, and so on.

7)Put some thought into it. After you've successfully pushed one of the three scenarios towards one or maybe all of the characters in the RP, you should understand the premise to continuing a Mind-map.

cool After you've selected the right scenario to go with, you're not done.
You still have to account for Timeline Y, or Z as well. So, start thinking of more scenarios and distribute(I say 'distribute' cause you can have more than one or two scenarios) them into all three Timelines. This way, you'll have many different scenarios to work with if one or more fall through.

9)Push but don't force. If you feel a scenario needs to be done in order for the RP to make sense. PUSH PUSH PUSH, make sure you've planned far enough ahead so that you don't run out of ideas.

Example Mind Map:

Location X: Choices Timeline X, Y, Z.
Player chooses X. Player Stays on X.

Is X a good story? Does it make sense?
No.
Plan Y or Z ahead of X.
Push Y or Z.

[Pushes could be anything from subtle hints, random encounters with NPCs. A big door blocking the road. Skies the limit.]

Player chooses Y. Player stays on Y.
Is Y a good story? Does it make sense?
Yes.
Add more story into Y.

Rinse and repeat.

[If you don't understand what I just posted, I could make a sample GM Tutoring RP for creating mindmaps.]
[I can even get more in-depth and tell you about push-backwards, and incorporating character history biggrin ]
PostPosted: Sat Sep 29, 2007 3:10 pm


Love the post, really very interesting and has some pointers and tips I hadn't really thought about.

deFig


deFig

PostPosted: Sat Sep 29, 2007 3:12 pm


Anidzuki
Ahh yes. Good lesson. BUMP!

Anyway, it's actually quite simple to predict plot movement using well known story techniques. But you have to be sure you follow the basic premise of RPing. 1) you cannot control their characters; 2) you cannot kill their characters; 3) you cannot rewrite the history of their characters. If you believe you can abide by those rules, then read on.

A simple method I use is the Mind-Map (Story-Map for some authors). Using mind-maps I've been able to predict two to three days ahead [Yeah, I know.] of what the characters are currently roleplaying [even though you plan for it all to happen.]

Here's how you draw a mind map:

1) Start by understanding the current situation. If you try to control the situation and you have no clue what the characters are doing, where they are, and what time frame they're in, then you might as well stop RPing.

2)Write down basic notes about every character, and how they're described to act in a personal fashion.

3)Be creative. You can't predict the future if you don't have anything to predict for.

4)When you begin drawing a mind-map. Choose one set location where you want to begin your plot intervention. Call it location X.

5)When one character enters that plot point. Think of three likely but vague scenarios that could possibly happen, or you scenarios you could gently "push" their characters into.

6)From location X, we rename the next MOST LIKELY scenario to Timeline X. The second MOST LIKELY scenario to happen becomes Timeline Y, and so on.

7)Put some thought into it. After you've successfully pushed one of the three scenarios towards one or maybe all of the characters in the RP, you should understand the premise to continuing a Mind-map.

cool After you've selected the right scenario to go with, you're not done.
You still have to account for Timeline Y, or Z as well. So, start thinking of more scenarios and distribute(I say 'distribute' cause you can have more than one or two scenarios) them into all three Timelines. This way, you'll have many different scenarios to work with if one or more fall through.

9)Push but don't force. If you feel a scenario needs to be done in order for the RP to make sense. PUSH PUSH PUSH, make sure you've planned far enough ahead so that you don't run out of ideas.

Example Mind Map:

Location X: Choices Timeline X, Y, Z.
Player chooses X. Player Stays on X.

Is X a good story? Does it make sense?
No.
Plan Y or Z ahead of X.
Push Y or Z.

[Pushes could be anything from subtle hints, random encounters with NPCs. A big door blocking the road. Skies the limit.]

Player chooses Y. Player stays on Y.
Is Y a good story? Does it make sense?
Yes.
Add more story into Y.

Rinse and repeat.

[If you don't understand what I just posted, I could make a sample GM Tutoring RP for creating mindmaps.]
[I can even get more in-depth and tell you about push-backwards, and incorporating character history biggrin ]



You know I hate to admit it but after point 5 or so I start getting really confused xd . I'm anxious to actually understand what you're saying though as everything up to point 5 is really good stuff. Could you tell us more about mind-maps?
PostPosted: Sat Sep 29, 2007 4:00 pm


Ah yes, of course. [I knew someone wouldn't understand. It took me a long time to understand it too (Learned it from a novelist while taking my Bachelors of Literature)]

Basically, what happens after point 5, is that you're trying to be the puppeteer in a puppet show. You have a story, but not everything goes to plan. So once you decide a starting point [point 4], and you create a web of ideas. I usually tend to keep it at 3 timelines.

What happens is that you dump ideas, some general, some descriptive ideas into all three lines.

Example:

Player just entered a room with three doors. But there's no story there, he's just standing in front of three doors. The player knows nothing about what is behind the doors or what the consequences are.

Door One: He has to fight a dragon.
Door two: He meets an doctor.
Door Three: Trap Door which brings him to god knows where.

So you've decided three options or "timelines" where events can append on to.

What you have to do, being the GM, is to give gentle pushes towards one of three ideas. [Think of it as bait]

So you post:
"The player stood in front of three doors, one with a demonic look towards it, one with a more scientific look, and one that look fairly plain... but plain always meant something odd."

Now that the player knows what's available in front of him, he'll try to choose a door to go through. They always will, why? because players are lazy and lazy players pick options.

So the player takes his time to post and choose a door. During that time, you add ideas to all three timelines. Make notes if you have a bad memory.

Door with Dragon: He fights a dragon.
Sure that's a good basic idea, now when he chooses it, explain why he had to fight the dragon, what happens afterwards.
In this case: beating the dragon, allows him to escape the dungeon.

Door with scientific look: He meets a doctor
Basic idea, I love ideas like this cause it allows you to develop commentary if he decides to talk to the doctor. If he decides to kill the doctor, you can do whatever you want too, why? it's a doctor. Doctors are evil.

Door that's plain looking: Door that goes to God knows where.
Another basic idea, throw in plot twists. And everything, something that is unimaginable but very flexible.

Basically, you've mapped a story three times. After he picks, you repeat the cause.

What? But then you wasted three other ideas you could have used for other parts of the story? Fear not! use these ideas for the other RPers that lag behind! Or even, move the idea to another point in time ahead of current RP time frame.

Basically, he met the doctor, but you really wanted him to fight the dragon. Sure, he still can, make him do it. But never force him. Push them with hints and anything that can make the story go your way.

What happens if the player ignores all three doors?
Simple, give him a bigger push.

"The cavern behind him began to crumble, blocking him off from an escape route." [It's more of a forced push, but as long as you're not literally grabbing the character and throwing him into a pit of snakes. It's fair game.

Hope this clarifies mind-maps.

Anidzuki


MrsMica
Crew

PostPosted: Sat Feb 23, 2008 9:49 am


It was incredibly creepy to watch some one else describe more or less exactly what I do. eek

This is probably just a difference in description, but when I do mind-mapping I focus not only on events but meeting of character time-lines. When I PUSH I push not so much towards a certain specific outcome but to get such-and-such characters together in the same place (usually I am able also to control the meeting place). I find that this focus allows for more freedom from the characters/flexibility in your plan while still preserving the sense of forward movement. Occasionally you will want to break characters apart but in my experience your goal is usually to bring characters together, and to do that you go in with NPCs or whatever and tempt them to go to the place/other character. For instance if you know that a character is looking for a specific thing or person, he can meet an NPC that claims to know where to look for said thing or person, which of course is conveniently wherever you want them to end up. Using this method for my focus I almost always find that the over-all outcome of the RP events is exactly what I wanted, predicted, or planned it to be.
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