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A general roleplay guild with emphasis on improving RPers. 

Tags: Roleplaying, Tutoring, School, School of Dedicated Role Players, RPing 

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What qualities define a good rp?

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Rein Isa Sote Eluryh

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PostPosted: Wed May 19, 2010 9:09 am


I am working on creating an rp that will draw people into it and not let go. I'm tired of watching people join rps then disappear just as quickly when their fickle minds move to the next big thing which they won't spend more than five days and three posts in before they vanish from it as well. I guess this happens for the same reason that people join guilds just to be inactive. So, I want to know what kinds of characteristics people want to see in an rp that will keep them hooked till its conclusion. Please share your rping desires with me.  
PostPosted: Fri May 21, 2010 4:27 pm


I desire RPs that don't use cyan text...

lily564a


DragnGuy7

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PostPosted: Fri May 21, 2010 4:37 pm


I'd say that I like rp ideas/stories that are different and new. I like stuff that I'm familiar with too(like certain anime/manga series or books and movies).

A big turnoff would be things like a shaky plot. I've seen many good ideas go straight from being super active to being over with in a matter of pages because of a boring or unexplained plot. Bottom line-Make the goal/plot of the characters clear. What are they trying to do? How can they do this? That sort of thing.

And of course, you want to make sure people are staying active. If there are too many people then if one person doesn't post, the whole story may wait several days for that person. AND that person may never return to begin with!

Lastly, make sure that when you accept people into an rp, you make sure that they are literate. The thing that ticks me off the most in an rp is when I see people writing one or two liners for an event that should have at least a paragraph of actions.

rofl I kind of ranted here a little bit, but I think you get the idea.
PostPosted: Fri May 21, 2010 5:03 pm


Well, take it from a Deadlands Marshal(Read: Gamemaster), cause I've got a few aces up my sleeve to keep the posse(Read: Roleplayers) coming back for more:

1:Learn what your group likes. For a guild like this, you won't have much to worry about. Simply set up an rp, and people interested will apply. Use the tips provided by my fellow posters in the set-up, I deal more with running the rp once everything's set.

2: Reward Good Roleplaying, Penalize Bad Roleplaying. Don't be tood heavyhanded with the penalties, however. And if a cowardly character is taking a brave action to save the team, don't punish him if he roleplays an internal conflict where he fights his own nature in order to perform the desired action. Likewise, don't give out massive rewards for just good roleplaying, but toss the party some cool toys, like a weapon that performs better then usual, a loyal ally that provides information about the party's task, that sort of thing. this tatic requires some common sense on your part, but it should soon become second nature.

3: Give them a goal, AND a motive. This fits in line with DragnGuy's post, the goal of the story must be well-defined. However, just giving the party something to do will quickly become boring. Give them a MOTIVE. To use a party for a fantasy style campaign as an example: There's a fighter, a theif, and a cleric of Cosmos(The Goddess of Light) wandering through a town. They do a bit of investigating and learn about a shrine to Chaos(The God of Darkness) a short distance to the east that's become a haven for monsters. Pretty soon, they encounter a noble who wants to hire a party to "clean out" the shrine for a sizeable reward. With this, you've given the whole party a motive:

The Fighter will want to crack some skulls and get some cash.

The Thief will want to get the large amount of cash the noble's offering.

The Cleric will want to purify a shrine to an opposing god, possibly creating a new shrine to Cosmos along the way.

Stereotypical? Yeah. But at least they have motive. They're a lot more likely to go to the shrine now instead of just travel to the next town.

That's all I've got for now. Sorry for putting this long speech into a "block" style format. But read it and take it to heart, there's some good stuff in there. I'll come back with more later.

Rachetgirl11


lily564a

PostPosted: Sun May 23, 2010 11:20 pm


there are very few universals in RPing, the biggest success factor outside your control is dumb luck, and it's pretty powerful.

The real keys that you can do anything at all about are all about quality. Spell check, grammar check, read check, make sure it all works and doesn't have any glaring problems that aren't just how your RP is, like a half completed index or, and I'm completely serious, brightly colored text on a brightly colored background (or dark on dark). The only reason anybody should have to not join your RP is that they don't like it, not the way you spelled 'there' or the fact that they couldn't figure it out to begin with.

I've actually got a thread full of Dos and Don'ts
http://www.gaiaonline.com/guilds/viewtopic.php?t=10955433
PostPosted: Fri Jul 16, 2010 10:14 pm


I my experience, RPs that pit players against each other are not as successful as RPs where the players work together. I have been in several where we needed to fight others, and this only leads to players disliking eachother (not to mention players always try to GodMod). On the flip side I am in a War-based RP where we all work together towards a common goal and we have been going strong for just over two years now.

Bottomline, and my advice to you, is promote teamwork among your players no matter what the genre. This also helps them forms bonds and make friends which will go towards keeping them active and happy.

I wish you the best of luck my friend, and I can't wait to see your RP in the Level 3 forum.

Sincerely,
Straken Lord Riverine

Straken Lord Riverine

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