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A general roleplay guild with emphasis on improving RPers. 

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Reply 04 Setting and Story Development
Am I doing something WRONG? ; w ;

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April Mourning

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PostPosted: Sat Dec 05, 2009 7:30 pm


Okay so, first post here and it's a thread. I really hope this is the right place for it, so yeah forgive me if it's not please. If it's in the wrong place, can a mod please move it? I would hate to do something wrong so early here...

Since I joined gaia I've had quite a lot of roleplays, mostly in guilds, but for some reason no matter how well I make the storyline, or how close the group of friends are, everyone seems to lose interest of all of the roleplays I make. My longest lasting one lasted a month or two, it's my zombie roleplaying guild. The plot was a general idea, which can be summed up as;

Infection spreads, everyone dies, few people survive and hold out at a near-abandoned city in Alaska. It was plain but worked nicely, so I added more to the storyline, I introduced a whole other group of people who survived that they could make their characters belonged to. Basically the "bad" side of humanity holding up, the antagonists pretty much. That worked even nicer! Then I added a whole other group, the surviving military soldiers, that didn't work as nicely, only my mods were interested in that...

There's not much story for me to go off of, I've tried hard to make storylines or small plot points to get people interested again (such as having small event-story things, to send them all on a single thread and do something) but everyone seemed to lose interest quickly. ; w ; I tried to remake it, new storyline but generally the same idea... Everyone lost interest on the week, now the only posts I get there are in the OOC.

Don't know what I do wrong either. I always have enough detail, but not too much to annoy people, have enough freedom in the story for people to roleplay whatever, always have an event or something so there's always something to do...

I don't have any other examples on me, but I'll go find a few of the ones from previous failed roleplays and guilds. I try very hard to keep them alive, don't mind if it's sort of slow, but not having posts for a few days or weeks is just awful... Sending announcements asking people to roleplay just makes my member list go down by people annoyed of announcements. (not much of a loss though, seeing as no one even goes there) I've worked on tons of original ideas, never even managed to get a single person to join my roleplays, and that includes friends. I don't think my ideas are that bad, or at least not bad enough to have people completely ignore them...

What I'm trying to ask is; how can/do I make a roleplay with a story that will keep people interested?

I'll try to post some examples once I find some...
PostPosted: Sun Dec 06, 2009 12:03 am


Hi! Im Dev. I figured I would give my personal advice on this (Although I am in no way certafied to). It sounds to me like their might be three mistakes in that roleplay.

Number one is that you may have made you're storyline unbelievable. "Everyone dies but a few survive." But you have 3 differen't groups in the same area. It is kind of contradicting and unimaginable that 3 whole different groups would survive so near to each other is most of the worlds populace is decimated.


Number two is that making a group just for antagonists is a major no no in my book, for one because a group of backstabbers aren't going to survive that well in a zombie filled enviroment, they would die out quickly. And secondly the chances of them all just banning together is unbelievable, a medium sized group of survivers with a few baddies mixed in who are using the group is a better set up in my opinion, because baddies would use the good people, and most definantly wouldn't split off.

And number three you might be offsetting your players by continiously adding new elements. This is great to do, but no on a short scale with such big changes.


Just my advice. Hope it works out!

Pixel Smut

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lily564a

PostPosted: Sun Dec 06, 2009 5:30 am


I have to disagree on the first point, were anyone to survive a zombie apocalypse it would largely be because of their location, no amount of kickassery would let a single person defeat the populous of newyork, but way out in the Yukon it could take years for the infection to spread that far if it ever did, so everyone in that area would have an increased chance of survival.

This is of course mostly negated by the fact that number two is completely true. Aside from a group of backstabbers probably stabbing it's own back at every turn, people like that usually don't like to do much themselves, they require inferiors to dominate, manipulate, and generally use, so they can limit the risk to themselves.

If there were three groups, or even two groups, they would probably be based on long established social boundaries, since we're talking Alaska it would probably be something like 'Roughnecks V. Natives'.

One thing I've noticed just in general in the world, you should try not to have any one playable group actually be significantly more evil than the other(s), they should just be different personalities, behavior, etc, but otherwise the same group of survivors, with a different way of getting things done.
PostPosted: Sun Dec 06, 2009 3:18 pm


Lemmy explained the storyline a bit more. The main setting for the guild was in Alaska, it was only a small group that went there for the obvious reason anyone would think of going there.

Worldwide, everyone's not dead, there's large to small groups depending on the location, but they're just there to set up a preset world. Russia, Cuba, North Korea, Hawaii, some of South America, Iceland, Jamaica, a lot of Africa, have groups of people, as do the Rockies, and some of Canada, (Mexico too, but that one mostly crashed from internal conflict, joined up with Cuba, or joined up the main group) but they don't really count since it's more of the place in Alaska than those. The story begins half a year after everything started.

As for the group considered "bad" it's really just a cult, not really baskstabbers. ; w ; I had to learn a lot about how cults work before making them... The third one consisted of a task force designed for this, but like Lily said, no amount of badassery could really hold down a population large enough. Their first task was in New York City (they failed) where it started in the USA.

For where they are, most of the first group consists of people who all have the same idea, go north, it's cold, things freeze. Second one thought the same, but generally were quite a bit far apart. The third is nowhere near the other two, they were in Cheyenne Mountain, which is in Colorado. They still had superiors, had orders, things to do, etc., etc., spent most of their time going to the more "dangerous" parts of the USA at that time. There were also groups of NPC characters, for if anyone wants to have their own travel around (a friend and I had ours in an RV, go around to see if anything's been getting better) and needs a "safe" place to have them stay for the night (for example, Mt. Rushmore had a small NPC group of a dozen people)

People didn't have to apart of any of them either, it's really just for those who have characters who would most likely want to apart of a larger group of people for safety. ; ~ ; But yeah, failed.

Though, do you two really think that making two groups was a big enough issue? I was just so sick and tired of people making characters too absurdly psychotic. I know after traumatic events like can cause people to lose their mind, but while characters do tend to die (some people are idiots) now and then to make it more realistic, there's still a "don't kill someone's character unless it's self defense" rule so that people don't die unless there's honestly no way they can survive (without being amputated) and people with the really crazy characters just kept ignoring that, had to kick people out for constantly killing characters without permission (which you know, just gets the post deleted and ignored) or warn people, etc., etc., or even have them get angry that their characters are "shunned" by the ones trying to survive for being a danger to everyone.

So I made that other group to throw all the people who do that in. Follows the basic "obey the leader of the cult or die" thing. Unlike the friendlier group, they didn't accept most people (most likely kill intruders, put a warning in the thread so people know that) and people had characters in them by telling me so I can edit their character in there.

April Mourning

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Mr. Blackbird Lore

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PostPosted: Thu Dec 10, 2009 5:10 pm


Sounds to me like you just had a very bad player base for your zombie roleplay; if people aren't willing to work as a group to build a story, then they're probably going to build "solo" characters: folks that do everything for themselves and have no interest in positive interaction with others. So their desire for self-centered storylines translates into attention-whoring egocentric characters. That's what you got, and the fact that you felt it necessary to construct the cult is proof enough. Those players are definitely one of the reasons it went downhill; i doubt, however, that it single-handedly killed your Guild.
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04 Setting and Story Development

 
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