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Posted: Sat Dec 08, 2012 3:57 pm
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Posted: Sat Dec 08, 2012 8:00 pm
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Posted: Sat Dec 08, 2012 9:07 pm
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Posted: Sun Dec 09, 2012 12:07 am
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Posted: Sun Dec 09, 2012 4:45 pm
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Posted: Sun Dec 09, 2012 6:41 pm
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Lady Blodwynn I think the problems, here in the guild, are the following: Organizers are either starting things off too big* or lack the drive to keep things going by stepping up when needed to. There is also a lack of planning, of thinking ahead of where to go with the story, which can mire the things down with inactivity or being stuck in the same place for far too long. That's not to say that the organizers are the only ones guilty, the participants also have a hand in this. When you agree to partake in a RP you are required to check in and actually participate on some basis, not to make the odd post and suddenly let everything grind to a halt when things are gaining momentum by not showing up for a long stretch of time without explanation. * Or create a thread that is nowhere near done, with the promise of wrapping up the first post soon, only to never do so. emotion_donotwant
i totally agree with you there for the most part it is up to both parties to make a RP work... i can tell you i've created twenty or so roleplays most i haven't released due to not feeling comfortable enough to let my work be played out, about nine of them has seen the day of light 75% of them failed because someone decided they weren't going to come on anymore and suddenly we've got players locked in mid conversation or mid action and can't do anything with those characters without removing them from play and just completely starting over.
that said i also agree with you that alot of times Facilitators do not plan out how they are going to run their roleplay and most of the time they are left with an empty roleplay just because they couldn't either add the necessary material to progress the story along or they themselves failed to show up for any amount of time and the players seeing that their facilitator isn't around to give them the necessary info needed to keep moving just up and left... i can tell you i've seen plenty of them do that.
for me i love creating roleplays whether or not they are played out or not is up to me, every last one of them (with the minor exception of the very first roleplays i started when i first joined back in 06) is planned out so well... for me i don't like creating a roleplay that wasn't fully prepared and usually takes me months at a time before any one roleplay is finished... i can tell you being a freelance writer i take creating material very serious and it saddens me most of the time when i give out my work to be played out and suddenly i either have to close it down because something unforeseen happened that forced my hand to close it down before it got out of hand to the extent that the moderators would have to get involved, or just because the flow of information is stable and yet the players are not there to receive what is available...
i hate to say it but the days of D&D are over, i can remember my older brother telling me it would take weeks on end of preparation just to facilitate one session of the story just because there was so much information that was needed just to get through that one session.
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Posted: Mon Dec 10, 2012 1:33 am
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Wolfe Garm i totally agree with you there for the most part it is up to both parties to make a RP work... i can tell you i've created twenty or so roleplays most i haven't released due to not feeling comfortable enough to let my work be played out, about nine of them has seen the day of light 75% of them failed because someone decided they weren't going to come on anymore and suddenly we've got players locked in mid conversation or mid action and can't do anything with those characters without removing them from play and just completely starting over. Ah, but there is a problem some organizers refuse to see: You cannot rail road your participants along a set line of tracks all the time, you must allow for (some) deviation and sidetracking if you want things to work out. No plan survives first contact, even more so when RP'ing with a diverse group of participants who each have their own wants and likes, or even worse: Alignment! xd
Wolfe Garm that said i also agree with you that alot of times Facilitators do not plan out how they are going to run their roleplay and most of the time they are left with an empty roleplay just because they couldn't either add the necessary material to progress the story along or they themselves failed to show up for any amount of time and the players seeing that their facilitator isn't around to give them the necessary info needed to keep moving just up and left... i can tell you i've seen plenty of them do that. for me i love creating roleplays whether or not they are played out or not is up to me, every last one of them (with the minor exception of the very first roleplays i started when i first joined back in 06) is planned out so well... for me i don't like creating a roleplay that wasn't fully prepared and usually takes me months at a time before any one roleplay is finished... i can tell you being a freelance writer i take creating material very serious and it saddens me most of the time when i give out my work to be played out and suddenly i either have to close it down because something unforeseen happened that forced my hand to close it down before it got out of hand to the extent that the moderators would have to get involved, or just because the flow of information is stable and yet the players are not there to receive what is available... A good, solid RP should have everything it needs straight from the outset. A good setting, background and if need be, motivation does wonders for the group and gives them something of a picture on where they are and what they are supposed to do.
To give a real-world example (I am personally not a fan of forum-based roleplaying, I prefer to sit around a table and chuck actual dice while looking that slimy GM in the eye): I used to play in a Rogue Trader campaign based around what was found in the books, as in, we ran the adventures found in the books, which the GM had ordered into a nice big overarching story line. He's a daemon when it comes down to details and he didn't kick things off until everything was taken care of, presenting us with a hefty background package in form of a fifty(?) page primer he crafted for us with all our starting assets, resources, family history and a few objectives that were to drive us onwards without totally overshadowing the actual story seeds he had us fight and cavort our way through.
You also need to remember that when you run something as a GM, your word is law and you should make that known. Not to say that you should clamp down on everything, but you must allow for some deviation from the path or for players to have their moments, or their rewards. Our group wasn't an easy one, or so I had feared, but our GM kept us in line with the odd "physical" reward such as a new gun or Fury Interceptor, though the real rewards were to see the story progress and to be tossed another mysterious morsel regarding our overarching quest. He also made it very clear that he would be rewarding us XP bonuses for good roleplay that was both in character and in setting. sweatdrop
Wolfe Garm i hate to say it but the days of D&D are over, i can remember my older brother telling me it would take weeks on end of preparation just to facilitate one session of the story just because there was so much information that was needed just to get through that one session. Disagreement here. Strong disagreement even regarding the days of D&D being over! If anything, the industry is booming and ever growing. But if I may, on what do you base such a statement?
I would also like to chime in and say that the amount of time a GM sticks into a session does not always translate into a great session. It also depends on the type of GM and how he or she works with the group. Some prefer to prepare to no end, which can result in rail-roading, as you do not want your players to deviate from your prepared work, while others just take a few notes, give you their best gak-eating grin and spin you a tale as you go. emotion_awesome
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Posted: Mon Dec 10, 2012 3:27 am
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Posted: Mon Dec 10, 2012 4:31 am
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Lady Blodwynn presenting us with a hefty background package in form of a fifty(?) page primer he crafted for us with all our starting assets, resources, family history and a few objectives that were to drive us onwards without totally overshadowing the actual story seeds he had us fight and cavort our way through. Something like that, but seeing as it is/was a living document it would continue to grow and be added to over the course of the sessions, giving all parties involved a handy guide to what has happened, when, where and why. Also allows me to handily dodge the "Total Recall" talent bullet right there. wink
On top of that, can't think of a better way to get new players involved and up to speed, other than having other players present us with a rambling narrative of what happened, which while amusing, can be confusing as all hell to first-timers.
I plan on doing something similar for a future Only War campaign, though less as a family report and more as a Munitorum themed report detailing the efforts of a crusade or pacification campaign, with a list of all regiments involved and whatnot.
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Posted: Mon Dec 10, 2012 6:52 am
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On topic of on-line roleplaying, while I started out doing that here, I more or less grew annoyed with it due to the general stupidity of participants and in the words of Benito Juárez: I had fun once and it was awful. Yes, I'm a killjoy who doesn't allow for a lot of things.
Seriously though, I grew very tired of putting up a themed RP and having people ignore what was put there in favour of being the little idiots that they were. RP on a space station, think Necromunda in space said no Space Marines, no Imperial Guard and no Inquisition, but guess what someone wanted to be with a dying passion? He even jumped in without waiting for a green light, that took some cleaning up and generated a lot of agita.
I much rather prefer a round the table thing, where I can look my victims in the eye and beat them to within an inch of their lives if I catch them cheating by casually flicking their dice round after a roll. But no, having sessions around a table work better for me as everybody is present and available with one purpose on their minds: To partake in the session. I want to tell a story, not feed a bit of exposition and wait for everybody else to catch up.
If anything, the whole on-line RP thing is doomed in my opinion, the industry on the other hand is booming. Top three best-selling RPG's right now are D&D, Pathfinder and the 40K RPG's, in that order, with plenty of other titles out there taking their share of the market. It's just the on-line part this is not working at all.
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Posted: Tue Dec 11, 2012 12:47 am
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Posted: Tue Dec 11, 2012 7:26 am
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Lady Blodwynn Lt. Brookman I plan on doing something similar for a future Only War campaign, though less as a family report and more as a Munitorum themed report detailing the efforts of a crusade or pacification campaign, with a list of all regiments involved and whatnot. emotion_drool Give us a war and I will give you soldiers, this must happen no matter what. No promises there, our regular clubhouse may or may not be on sale or sold off by then.
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Posted: Tue Dec 11, 2012 3:11 pm
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Lt. Brookman Lady Blodwynn Lt. Brookman I plan on doing something similar for a future Only War campaign, though less as a family report and more as a Munitorum themed report detailing the efforts of a crusade or pacification campaign, with a list of all regiments involved and whatnot. emotion_drool Give us a war and I will give you soldiers, this must happen no matter what. No promises there, our regular clubhouse may or may not be on sale or sold off by then. Might have a new one out in the country if you play your cards right. wink
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Posted: Tue Dec 11, 2012 4:01 pm
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