Roleplaying and problems with storytelling
There is a reason I don't role play and a reason, on this forum or anywhere else. And I will explain some of the gripes I have with role playing, as it may explain what could be done if you want to entice me. I won't be talking about specific gripes with people, or time zones, but other inherent problems.
Lack of endgame
Most role plays will have a huge problem with this one. Lacking an endgame means the characters lack a goal. Usually an endgame should be resolving an event, or getting justice for a tragedy. It needs to have a resolve. The goal should be clear. This part should be placed prefaced inside the first post. It can be a mystery, but clues should be given.
A role play without direction threads water too much. Finds itself no where and the participants will lose interest fairly quickly. As progress should be made. So all characters should be aware of the quest and be capable of progressing it.
This brings me onto the next point.
Improper DMing (Dungeon Mastering)
Whoever creates the role play inadvertently becomes dungeon master. Being dungeon master is an important role as this person must not only steer their own character but also steer all the other characters. Sometimes even not being able to be on the good side and having to work against the other characters.
It is such a great role as you help shape the bath as the other players encounter it. Especially during long role plays, and the role really gives a different game. As you have to throw situations at the others. Doing this well is not covered by me, but there are some things you can do, which relate to the next problems.
Lack of Decisions
While having an open world open ended place may seem like a world full of decision, it isn't. In fact it's bad as you lack something, crucial decisions. Having the character stand on the precipice of a point of no return. Or making one decision which will exclude other possibilities in the future. By having a DM give proper choices to the players, they can make decisions, perhaps even life or death, exclusion or inclusion. which can take a dramatic turn on the story you are trying to tell.
Good decisions come from a well crafted obstacle, and having multiple one time tools to get around it, especially decisions which may have undesirable side effects.
In order to have them done well, a DM would have to determine outcome, so Mary-Sue like decisions are avoided. You can have a non-Mary Sue character take decisions which perfectly align with the characters strengths and play out just perfectly. Which shouldn't happen, and I will explain in the next point
Lack of Adversity
A lot of role plays lack adversity. This can be through a form of loss, or even being forced into a no-win situation, a point where something of great value must be given up. Having characters fight with each other and themselves is a great way to move story, by backing them into a corner and pushing their limits, you can create true character development. True happiness once situations are resolved and actual grief for something that is lost. Great stories place characters in positions they rather not be. And do so to a breaking point. Just to see growth. Forcing tough decisions that the Dungeon Master places on the characters can help to facilitate this.
No randomized outcomes
What dice rolls can do is basically wonders, having outcomes be so undecided, and be so based on randomization. Not even the participants know what will happen next. Randomization of outcomes places a unique constraint on everyone, even the story crafter themselves. Having to roll literally with the hand you are dealt can be a creative inspiration to all.
Having everything go as planned is never good at dealing with any of the problems mentioned above. But randomization can throw such a wrench in the story. It can range from happiness, to sadness, to frustration, to relaxation. It constrains yet allows for beauty to flourish from the story it crafts.
Too many characters
In a lot of role plays you see a lot of people joining, often even, far too many. Creating a sort of ensemble cast. Now the problem is interaction. a role play often has to do a great many things, explain backstory, explain situations, introduce characters. For each character more that is introduced, interactions invariably become more difficult to manage and to maintain. Time and time again does a role play need to force split ups, force grouping. But it doesn't help but create a mountain of content to peruse through as a Dungeon Master.
It is far better to have a small crew, which makes every character that much more important, instead of making them all soft voices within a loud crowd.
That is all I have to say. All my gripes with in forum role playing. Things which drain the fun and make those experiences tedious and boring. I would role play, but I would by a different set of rules.
I hope you enjoyed this rant. Please have a good day.
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