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Reply 04 Setting and Story Development
A bunch of tips for writing Successful RPs Goto Page: 1 2 3 [>] [»|]

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lily564a

PostPosted: Sat Nov 03, 2007 2:13 pm


RPs are what we're all about, and we have a huge number of them. The problem as I see it is that something like 90% of our RPs are Level 1, and maybe 20% of those are high Level 1; Essentially I'm saying most RPs are crap, no offense they just are.

and, speaking percentage wise still, 90% of all our RPs have the potential to be Level 3, they just had such little effort put into them that they can't hope to be good. And nearly 100% of this is just that the person who made it didn't know or care to add more detail or structure.

So, in an effort to improve the overall quality of the guild I'm gonna write some simple tips for making a better RP; Y'all can add your own but I don't expect anybody to.

Rules of RP making



  1. If they can't, they wont try
    if they can't read it, they wont try, if they can't understand it, they wont try, if they can't figure out how to set something up, they wont try
    This is a generalized rule and there are exceptions but for the most part if there is something about your RP that they can't read or understand they'll just go find another.

  2. No matter how awesome the RP you're trying to make is if what you do make isn't very good it's gonna hurt you
    Everybody can have a great idea, but if you don't do it well nobody is going to see it like you want them to

  3. People are creatures of habit.
    There is a reason we have so many school RPs, because a huge number of people only know them, or maybe because of our name, it's probably a combination of both.

    This does not mean you should change your concept to fit them, but you need to put in the extra effort to bring those people in.

  4. You Are Not Writing A Book
    One of the easiest things to screw up in planning and running an RP is to forget that you as the GM have only the right and ability to generally guide the flow of action, not control it directly; Sure if you try really hard you can make everybody play exactly like you want them too, but that's no fun for them, it probably won't be fun for you, and most importantly it probably won't be interesting! This is probably the single most important rule because even if you build a great RP that takes off with a bunch of people who have lots of skill, controlling the flow of the game strictly can kill it inside ten pages.
PostPosted: Sat Nov 03, 2007 2:40 pm


Setup Structure:

Multiple Posts, A Must!
It just is not possible for an RP to reach it's full potential if it's all crammed in one post, and you should know that there is in fact a limit to how big a single post can be. Having three posts is still mostly inadequate, I've seen people do nine and still seem cramped.

Add to that our sticky system, if you expect your RP to be above Level 1 than you expect it to be in a protected environment, we sticky all the threads that are supposed to be there, and if you edit your first post you loose the sticky, this will get fixed but it sticks you to the bottom of the page.

Your first post should be something that doesn't need to change much or at all, an intro or something similar.

You should always have different posts for the main description, the character list, which should be the last or near the end most of the time, character classes if you have them, history if needed, any major topics from the story, and any extra information.

My RP, Abandon, has 6 structure posts, index as the first, rarely needs to change, story description, environment description, rules, character list, and in|out of game news.

A word from my job as Crew of this guild, when I go out to check RPs for what Level I think they should go it, the first thing I do before even reading a word of it is analyze the structure, it is the first and most visible aspect of an RP.

Good Formatting
This is easy to overlook, you're writing a story not a web page, but you still need to add formatting.

This does not mean make everything green, just like everywhere else bright colors are hard to read, bright colors and small fonts impossible. Rule number one of making an RP, If they can't read it, they wont try.

Images are good if you can use them well, learn to use User Image - Blocked by "Display Image" Settings. Click to show.Name Not Comment
The absolute first thing anybody ever sees of your RP is it's name, it doesn't have to be great but putting something like 'my RP' is an almost certain death blow to a possibly long lived RP.

Never Ever Ever Stop Error Checking
Errors are a wily beast, they can avoid notice countless times, to be on your toes you should be on the lookout any time you reread any part of your RP, and a good RPer will do the same with their posts.

Never Make Reserves
Having posts marked "Reserved" is a blemish on a good RP, you should know just about everything you'll ever need when you start the thread. Now, if you believe that you might need to add to the thread, maybe you have a very open world, or plan on a long RP that could evolve out of the current plot elements and groups, etc, there are some ways to hide extra posts in your setup.

An easy way I've used multiple times is to follow your setup with some superfluous announcements, posts, and bump like posts, nobody will think anything of them, and it is quite common for the creator of an RP to have to do some bumping before people get involved, then when you need them just edit the post, nobody will miss it. If you put RP posts and there's nobody responding till a few posts later just condense it into one of the following posts.

The second method I know of is to spread your layout a little thin, over more area than is really needed, generally rules doesn't really need to be by itself, it works just fine when lumped with announcements if you have them, or the character skeleton, another thing that generally doesn't need it's own post, but can be given one to take up space.

Do remember that a bloated and thin setup can make an RP look weak and amateur, you can put in a little air without sacrificing quality, something you can not do with "Reserved" posts

Avoid Empty Threads
This pretty much applies exclusively to large RPs with multiple threads, subforums or guilds essentially. More often than not when somebody gets a space to make a big RP they make everything they think they'll need immediately, this is wrong, you should make a thread When you need it. Now obviously there are a number of threads you'll want up front, rules, history, characters, occ (and if you have a large space to run your game you should have an OCC), but for the most part you should start with the bare minimum threads you can start with, or slightly more. This is with the same logic of not having reserved posts in a thread, you've got a thread sitting there doing nothing and filling space.

Say for instance you plan to run a world and will have different areas separated into different threads, or subforums even, but to begin with you're only going to have enough characters to run one town in one country on one planet. If you go and make all the locations, A) a lot of it will be unused and since it's last post date will eventually be a long time ago, and that will make your RP appear dead, and B) having a lot of places open at the start subliminally encourages your members to start their character in whichever location seems to most benefit Their Character, instead of all in one place where they can play off each other, then split off later once the world is taking off.

Now initially, and I'm not going to name names, this rant was inspired by me looking at an RP and seeing a thread dedicated to the storage of dead or abandoned characters, and I know this RP hasn't been running for very long, I didn't look to see if they have used it but I doubt they have, so the thread would be unnecessary, and who knows how long until they get used. Do make note though, the different between a thread that's not supposed to be posted in by the members, and a thread that is unneeded.

Don't Attach Signature
This applies more to guild RPs, or if you get a subforum to host it in, RPs where you will likely have a number of threads that other people are not supposed to post in, if you have only one or a few threads chances are your signature will be needed else on the page.

When you do have threads as such that will have a limited number of posts that are largely official, and some of those posts are followed by your signature, it looks unprofessional, most people will never notice it, but you worked hard to make the thread look like it does, and your sig could throw that all off. Plus if the RP ages a bit and you no longer feature it in your signature, it could make potential members think you have lost interest.

___lists
It's an unfortunate fact of the world that there are dicks out there, so it's completely feasible you will need a black list at some point, and white lists are a fun way to show recognition; and yet they've always seemed immature to me. At the start of any RP you really shouldn't have a black list post/thread, if you do have an empty black list it portrays you as a pessimistic person who will be looking to make an example of someone(s) and fill up that list. On the other hand there's nothing wrong with a white list from the start, but as I said, I just don't like them. Instead I would advise going the way Venom of 27, and I think most of the subforum RPs of the moment have, Awesome Points. Awesome Points are basically points given in recognition of things done well, or awesomely; the points in themselves are mostly pointless, you could just keep them and make them actually pointless, but the fact that they're earned through the game helps the players believe they can earn points by being loyal to the RP and improving themselves (which is good for everybody), instead of by being your friend or whatever inane reasoning you have. You could also go the Venom path and use these points to buy luck in game, justify unreasonable feats or whatever;

Venom3001
The Demo Scale (Examples of an act at each value)

1 Point: "Oh, hey, I just so happen to have an extra clip of ammo!" Small stuff.

3: Guaranteed successful hit against any non-Boss, non-PC enemy.

5: Indomitable Spirit - Recover from unconsciousness on your own power

7: Dodging a semiautomatic weapon, knowing it was going to be fired.
8: Force of Will - instant recovery from red mana levels to yellow
9: Getting into readily available cover when a ranged attack is fired at you without any warning
10: Burst of Strength - Raise health one level until end of encounter

Various other effects, like supercharging spells, give boosts based on how much AP you put into it.


This example scale is based off a fairly structured game mechanic, so maybe you have to be a little more vague, but just because it's an inane reward for loyalty and quality play doesn't mean it has to be worthless.

RPs Cannot Be a One Man Show
When a single author writes a story it almost always comes down to one, two, maybe three characters that matter significantly more than the other characters; Generally I break it down into Main Characters, Secondary Characters, and Supporting Characters (then of course the people who don't even count as characters like the random people that exist only to die or the people who just happen to be walking by). This dynamic does not function in the average RP, one on one or with very small groups you could probably pull it off but in general a good RP will have between five and ten characters, most of which will need to fit into the Main category. Say you're working on a concept where most of the story revolves around ether one dude's quest to save the world, or one couple's romantic orbit. A likely outcome is that the RP will start up and the individual character's drives will pull away from ether one of those being the actual outcome, in which case you probably don't have a plan to keep things going, or the fact that most of the players are playing secondary characters or worse will damage those players drive, making them less likely to post reliably, post well written posts (by the standards of the RP), or post at all.

In short, RPs are a group effort, so you need a group oriented plot, and that doesn't mean you need to do like most of the Final Fantasy games and force players to make characters that all have almost the same goals in mind, in fact that's terrible. Would you read final fantasy if it were a book? I wouldn't (I'm sure one of you will tell me there is a book, and I will laugh loudly).

Group oriented means you need to recognize that different characters will have different goals, different tactics, different styles and different paces, and you as the GM need to figure out some way all of these character's can play out Their Own Story within the group story. this will lead to happy players, deeper characters, and in general, more fun.
(And isn't that the most important thing in the end?)

lily564a


lily564a

PostPosted: Sat Nov 03, 2007 2:57 pm


General Writing Aspects

Spelling and Grammar
I shouldn't even have to say this, I hope I didn't but I will anyways.

You CAN NOT have a good RP if people can't read or understand it. It just wont happen.

If you plan on making an RP or RPing a lot you really should have a spell checker in your browser, that way you can't forget. Firefox, and every respectable browser as far as I know, have built in spell checkers; and for your own safety as well as others you really should NEVER use Microsoft Internet Explorer, the new version is a bit safer but it is still not safe, nor is it standards compliant as far as I know, which means the way IE shows a web page is not necessarily the same as any other browser.

lily564a
I got bored so I did a sort of mathematical judgment of RPs, taking thirteen aspects into account in the proportions I feel they matter, and I've discovered something interesting. If I put in a perfect score for the spelling/grammer/etc and the thread structure aspects, and a zero for everything regarding your actual story, you get a 1.95, out of a scale from 0 to 3, based on our own 3 Level system, meaning you can have a crappass story, make a great setup, and get into level two, in fact you only need a 2 (out of 10) for clarity to make it up to 2.01; Now do understand the system would never be more than advisory but we really do try to judge on the quality of your implementation, not your story.


Plot
I've made this fault myself multiple times, if you don't have some sort of direction people just wont know what to do, it increases the chance of the RP sputtering out or going off in some random direction. The plot doesn't have to be in the structure, but if you can't find some way to put it in there try and make it somewhat clear as soon as you can in character or as the GM.

If you are planning a world RP you pretty much have to use the IC/GM method, maybe along side an explicit general plot.

Hangout RPs such as bars or cafes usually aren't capable of much of a plot, so you're gonna have to work extra hard to keep it alive.

Capitalization
It's a big point overall, once you get used to capitalizing your I's and first letters, names, etcetera, it starts to stick out when other people don't, when words aren't properly capitalized in the title it's a pretty quick sign that the creator probably didn't put a ton of effort into the rest, likely you will move on to the next interesting title with out so much as looking at the thread. If you were the creator you may have just lost out on an awesome player, simply because you were to lazy to hold the shift key for a few letters here and there.

Paragraphs
There's a saying on the internet, TL;DR, "Too Long; Didn't Read", do you know why this saying exists? Because some people have a tendency to write a lot, without dividing it into paragraphs, so you end up with a wall of text that nobody wants to even take a whack at. If you don't cut your text into paragraphs it looks insurmountable, and chances are real good only the most dedicated of readers will read it, and most of them will skim, which is not good for you for obvious reasons. In addition paragraphs are a very powerful way of pacing the story as you tell it, you could imagine that a single massive paragraph is not much different than a single massive sentence, without pace it just keeps going and going and going and going and going and so on.
PostPosted: Sat Nov 03, 2007 3:08 pm


Facts

The Three Musts
In any RP you must have three details for things to make sense, they don't need to be listed and usually it's better to work them into the text.

  • Where
    people need to know what their surroundings look like or there's no telling how they will view it, and there is a good chance they wont see it the same way, and eventually it will come out that people are playing in different places, this can cause the RP to disintegrate and die. Generally the more detailed the better but there is a point where people just don't want to read anymore.

  • When
    the era is very important to what the characters would be like, what they will encounter, how they will act. With out this detail you can end up with samurai and cyborg doing battle, you might want this but most of the time you don't.

  • Why
    lets say you do want samurai and cyborg, and they are doing battle; Why, why are they both here, why are they fighting, why hasn't the cyborg pwned the samurai with his lasers yet, why hasn't the samurai chopped the cyborg in half, there are a million whys and you cant hope to answer them all, but you have to answer the big ones or people wont understand what's going on.


The Past, and What You Shouldn't Expect People To Know

Glein
If your gonna detail things, talk about events that are in the past, but were not done IN hte RPing itself, and do it often, a backstory to your RP is gonna be needed, because then people will then be able to understand the who's, what's, when's, and how's your talking about. If you don't do it often, don't bog down your RP with a lengthy backstory.

Also, if your basing your RP on a already established 'universe', I'm going to use FFVII as an example, then you already have a backstory built in, however, to those who may have never seen or known that 'universe' existed until they joined in, may not understand how the world works, where things are located, or some of the history that your building off of. Say your doing an AU of Advent Children. If someone who's never even heard of FFVII were to join, they would not know that magic and many skills require the insertion of Materia into weapons and armors, or that Midgar was destoryed during the Meteor Crisis, leaving a husk of a city, and that the super-power ShinRa had fought a war against Wutai, and won due to their technology and superior numbers, and had been torn apart and broken down from all hte fighting during the Meteor Crisis, leaving a power-gap in the world, recently taken up by the WRO, World Regenisis Organization. However, to someone who's been in the midst of hte Compliation of FFVII, they know these things, and don't need to read the backstory post, because they've played/watched it.

So, Backstory can expand the RP into making it seem like having a life of it's own, making it seem like something better then a slapped together idea. However, a poorly done Backstory can actually turn people away, because it either is A) unclear and hard to understand, B) too complex to understand, or C) had no care taken into it, and seems more like a summary of the RP then a history before the RP.


Penden
I always write a detailed back story for my RPs, but the entire story might not be posted as a single unit. The back story is often contained in the introduction/overview, the locations lists, and things like that. That way there is a developed background but the posts also point out to the reader what they should be learning for their character creation. As an example, brief descriptions of several locations in the RP might all add to the details of the background story, but what the player will really care about is picking where their character comes from and learning about that particular place. In an RP universe that is highly developed, players don't actually need to know/remember every thing about the world, just like we don't have to know/remember every thing about ours. Spreading the backstory through the other posts helps account for this fact-- and not bore or overwhelm the reader with details that they will never use again.


Fit In, But Don't

Visba
As you've said, it is definitely true that people look for what is familiar; hence there are so many school RPs and vampire romance RPs and all the cliche genres. Still, I think it should be noted that all but the most dedicated (and obsessed) roleplayers get bored of these settings very fast if they are not original. People are looking for things which haven't been done before, or if they have been done before, they're looking for new ways to present them.

My favorite setting to create is a Sci-Fi/Fantasy compound setting incorporating both magic and technology. When I create a backstory for these I draw from my knowledge of a whole bunch of different religions to create a backstory which is familiar but unique so that it doesn't alienate players but it's not a "stock story," or a very generic setting.

This concept can be seen in games/stories/etc. that are put out today. I will only talk about fantasy and sci-fi settings in this section as real-life RPs are obviously based off of real life. All settings in fantasy novels are derived from a real life society. LoTR (and many other fantasy settings, such as Dragonlance, Ravenloft, Midkemia, Warcraft, Warhammer Fantasy, etc.) are different interpretations of Medieval or Reniassance Europe. Rising in popularity in MMORPG games recently are settings based off of a traditional Oriental setting. There are also many other settings which have been used, such as Middle Eastern settings, Indian settings, and modern settings (as is the case in Harry Potter and many TV shows such as Sabrina the Witch).

Science Fiction novels tend to gravitate towards either Dune-like settings (warring factions fighting for control of the universe through force and intrigue), Asimov-like settings (conservative predictions of mankind's future), or other familiar genres such as Cyberpunk, Alien Conflict, Biotech, etc.

Fantasy/Sci-Fi fusion settings are usually a combination of the above. W40K is based off of Medieval Fantasy but taken to the 41st Millenium. Roger Zelazny's settings (Amber, Lord of Light, Creatures of Light and Darkness, and others) are often based off of a traditional setting (Medieval Europe/Modern Earth, Hindu/Buddhist lore, and Ancient Egyptian and Greek Mythology respectively in the above books) but do many things to make themselves unique. Amber, for example, has a series of infinite worlds and settings based around one central setting--Amber--with one thing in the center--The Pattern. Lord of Light presents a technological interpretation of Indian Mythology. Creatures of Light and Darkness does the same, but with a combination of Egyptian and Greek mythology. In fact, Lord of Light and Creatures of Light and Darkness are not fantasy at all: they are pure science-fiction but presented in such an odd way that they appear to be fantasy novels.

Also, it is always a good idea to scavenge ideas from other settings. One of the most successful settings--Starcraft, created in 1997--is extremely similar a previously successful setting--Warhammer 40,000, created in 1987--and yet it is essentially different in many ways so that, while w40k fans like myself accuse Blizzard of entirely ripping w40k off, the settings are noticeably different.

lily564a


lily564a

PostPosted: Sat Nov 03, 2007 3:10 pm


Extracurricular

Read The Fricken Stickies
We put them there for a reason, and there is likely some bit of information in one of them that you not knowing will cause the locking of your RP, possibly even the ban of you from this guild, whatever other guild you may be in, or from gaia as a whole

OOC, Only If You Need It
Not every RP is gonna need an OOC thread, mostly a good way to tell is if your players have more to say than they have to do, meaning if you have an excess of posts that contain no RPing you may want to look into getting an OOC thread. If you don't need it having an OOC thread may just pull your players thiner and hinder the greatness of the product.

ADs
It can be hard to attract players, by broadening the zone people can see you the chance of finding someone increases, but the chance of finding the wrong someone does too; So watch out.

An ad needs to be clear and concise so people stick the whole way through, or at least deep enough to decide they're interested, you don't want to include everything, the fine details and such are only important to those that thoroughly intend to join, but you don't have to leave them out entirely, if you're sporting a revolutionary new numbers game be sure to hype it.

On gaia ads are not posters, if you put it up and never come back it will almost certainly be ignored and drop dead, not to mention there may be problems with your ad that you missed, for instance there are a number of ads in the ads subforum that do not meet the requirements, but project the air that their writer will never return, they will soon be moved to the dead zone for their infractions.

Professionalism
You must at all times in the eyes of the public hold yourself to the greatest etiquette you're capable of. You can never know when a potential player is looking, or what they will look at, but most importantly, what ill manors, lack of grammatical correctness, or most importantly, foul language, might offend a potential player.. You should also attempt to maintain this same level in your RP but you should also treat it like it's your home, and behave as you are most comfortable behaving when your friends are over. At the very least this way you have given the player the chance to decide if they like the RP enough to overlook whatever imperfections you have, rather than repelling them before they even read anything of it.
PostPosted: Sat Nov 10, 2007 10:29 pm


Just added more stuff to a few section, and the section directly above this post.

lily564a


lily564a

PostPosted: Fri Nov 16, 2007 4:25 pm


I got bored so I did a sort of mathematical judgment of RPs, taking thirteen aspects into account in the proportions I feel they matter, and I've discovered something interesting. If I put in a perfect score for the spelling/grammer/etc and the thread structure aspects, and a zero for everything regarding your actual story, you get a 1.95, out of a scale from 0 to 3, based on our own 3 Level system, meaning you can have a crappass story, make a great setup, and get into level two, in fact you only need a 2 (out of 10) for clarity to make it up to 2.01; Now do understand the system would never be more than advisory but we really do try to judge on the quality of your implementation, not your story.
PostPosted: Wed Dec 12, 2007 4:32 pm


Added another section, capitalization. In anybody is wondering I get inspired to write most of these sections by seeing people do it wrong, or exceptionally right, in RPs we have here.

lily564a


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PostPosted: Sun Dec 16, 2007 8:24 am


When an rp starts with more than three or four lengthy posts, I lose interest. Make the introductions short and concise. Most of the rps take five sentences to say something that could be said in one short sentence. As Shakespeare said oh so long ago, "Brevity is the soul of wit."
PostPosted: Tue Jan 15, 2008 10:19 am


This really depends of who you are and who you RP with, you have to find your own equilibrium, not follow some other person's rule on it.

lily564a


lily564a

PostPosted: Wed Jan 23, 2008 2:45 pm


added to and edited the setup post.
PostPosted: Sat Apr 26, 2008 8:41 pm


added a bit more to setup, just a minor thing that has been annoying me for months, no really, the weirdest things occupy my thoughts. Also I've been thinking, this concept should be stickied, though it doesn't seem to me that there is yet enough here.

lily564a


lily564a

PostPosted: Mon Feb 23, 2009 7:30 am


lily564a
this concept should be stickied, though it doesn't seem to me that there is yet enough here.


This is a good example of something. I don't know about the rest of you but this is actually how it happens in my head, I often think in near completely abstract language and directly convert it to english for better or worse. For me and in conversation in general this is fine, but imagine a whole lvl2 RP like that, it for most people it would get hard to understand and then it's rule 1 for it

There are times and places for artistically interpreted language, and then there's times for making it as easy to read for the general person who's never met you before as possible. It is definitely possible to have both in the same setup, just know where and when

(bump)
PostPosted: Mon Feb 23, 2009 9:04 am


A tip I think you should pass out:

If your gonna detail things, talk about events that are in the past, but were not done IN hte RPing itself, and do it often, a backstory to your RP is gonna be needed, because then people will then be able to understand the who's, what's, when's, and how's your talking about. If you don't do it often, don't bog down your RP with a lengthy backstory.

Also, if your basing your RP on a already established 'universe', I'm going to use FFVII as an example, then you already have a backstory built in, however, to those who may have never seen or known that 'universe' existed until they joined in, may not understand how the world works, where things are located, or some of the history that your building off of. Say your doing an AU of Advent Children. If someone who's never even heard of FFVII were to join, they would not know that magic and many skills require the insertion of Materia into weapons and armors, or that Midgar was destoryed during the Meteor Crisis, leaving a husk of a city, and that the super-power ShinRa had fought a war against Wutai, and won due to their technology and superior numbers, and had been torn apart and broken down from all hte fighting during the Meteor Crisis, leaving a power-gap in the world, recently taken up by the WRO, World Regenisis Organization. However, to someone who's been in the midst of hte Compliation of FFVII, they know these things, and don't need to read the backstory post, because they've played/watched it.

So, Backstory can expand the RP into making it seem like having a life of it's own, making it seem like something better then a slapped together idea. However, a poorly done Backstory can actually turn people away, because it either is A) unclear and hard to understand, B) too complex to understand, or C) had no care taken into it, and seems more like a summary of the RP then a history before the RP.


Glein


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lily564a

PostPosted: Mon Feb 23, 2009 11:17 am


Exellent advice, I put it in the Facts post
Reply
04 Setting and Story Development

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