Jump to content
Banner by ~ Kyoshi Frost Wolf
  • entries
    17
  • comments
    151
  • views
    17,730

Roleplaying and problems with storytelling


Killian Jones

1,139 views

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.

  • Brohoof 9

8 Comments


Recommended Comments

that pretty much why i don't do much RPing now (apart from not being allowed to join, because the head RPer thinks its not for me )

also once they get a bit to long they start to have a lack of continuity and i wouldn't mind starting a RP that is actually determined by dice rolls but that would be hard to do.

Link to comment

I just had to read the captions, and I knew what the rest would say. This is why I don't roleplay. I was going to try, but I just couldn't get past all the faults.

Link to comment

Yeah, I don't do online roleplaying. I stick to D&D with my friends.

 

Except certain people I know online will do freerealm roleplaying, but that's different in that there's no real need for adversity or a DM, we just kinda live out our characters' lives as we see fit. It's basically just absolute, pure escapism.

Link to comment

I am a terrible DM, I always make stories that ponies want to join, but the problem is that I got no control over them whatsoever o3o

 

People start getting off-track, and eventually I loose interest in my own RP, and like a horrible person, I abandon it, and wait for it to fail miserably.

Link to comment

You can't really judge the whole of forum roleplaying from this place. Because honestly, RPing here is pretty bad, as most of our roleplayers don't know how to run a proper roleplay. That said, here i why I disagree. This really seems to be your problem with BAD forum roleplays:

  • Lack of Endgame: Depends on roleplay. You can't say all roleplays lack an endgame. I have a clearcut goal in my Shifted, to defeat the Changelings and get back home. Most of the roleplayers here don't create serious efforts that are long-term, and have no goal ascribed.

  • Improper DMing: Again, see above. Though I personally prefer a looser approach. Forum roleplaying to me isn't Dungeons and Dragons. I don't like somebody controlling me, telling me what I can and can't do. I think more subtly prodding people in the proper directions works best. Don't like control freaks. I prefer building a story with someone else, splitting the work more evenly. But prodding them a bit if they get lost. To me, that's DMing that keeps my interest. If I feel involved and actually relevant and somewhat in control, then I'm more likely to do a better job.

  • Lack of Decisions: Again depends on the roleplay.

  • Lack of Adversity: See lack of decisions.

  • Randomized outcomes: Not a diceroller. Not into classical DM-style roleplays. But I'm sure you could find that on a forum roleplay. It wouldn't be difficult to execute, and it's not impossible or restricted from the format.

  • Too many characters: Again, depends on the roleplay. Want a smaller roleplay? Make one. Find one. Most roleplays aren't as big as Shifted. I prefer bigger ones on forums because they're much more likely to stay alive. If you want a smaller one, the disadvantage is that you need a group of extremely dedicated people to keep it from dying. More interaction with others, split-ups, even if they're not relevant to you? They keep the RP alive. I've seen a huge RP last for two years like that. Bigger is more likely to be most lasting. I've been in an extremely tiny RP. Two people. The other person bailed.

 

Really, your gripes can be addressed. It depends on what kind of forum roleplays you join. You're not likely to find anything engaging here, honestly. Which I'm trying to fix, but the point is, there's a wealth and rainbow of many different kinds. And none of your gripes really actually address the formatting of forum roleplaying as a whole. You can't judge from one location. Go out there, and try other types of roleplays. But if you don't, and not here, I don't really blame you. I have very little interest in any roleplays here that I haven't created. And you're not likely to find what you want in the roleplays I create, as I don't like dicerolling, I don't like controlling DMs, and I like big to keep it alive.

  • Brohoof 3
Link to comment

-snip-

 

Do understand, that none of my gripes is with one role play specifically, I am not targeting Shifted in any way, Neither is it with role playing on this forum, I've been on other forums which offered in forum role playing with their own systems, and none of these forums had particularly good role plays. These are based on observations over a long time.

 

Also, don't take everything I say super literally. Or try to see these suggestions as a formula to make a good role play.

 

For example, an endgame is very ill defined. It's a goal, it's the overarching thought in every participants head. This can be varied per character, but having a reason for each character, either a personal motivation or a group motivation does tend to help. Shifted has goals but perhaps lacks some form of motivation for some characters, for example, mine didn't, but that is my own problem, not the RPs

 

As for improper DMing, there is loose and there is just none, and I have participated in and seen role plays where the creator takes absolutely no effort into creating the situations in front, it is improper to think that you have to set up the pieces once, you have to keep placing them until the end. Never should a DM god mod, but it should be up to the DM to create the situations

 

And a articpant should be reactive, only the RP creator knows what direction they want it to go in, so it's their role to steer everything in that direction. They need to do more then participate.

 

As for randomized outcomes, it merely means that no other participant can say "I swing my sword and cut off all the enemies hands and thus do the victory dance.", every action by a participant cannot be resolved, a lot of important actions should have consequences. randomizing them is an extra added factor as at times not even the DM has control over their own actions.

 

And you can create tough decisions and adversity through having random events, dice rolling or otherwise. Or offering options whose outcomes are not known by the ones taking them.

 

Again, not a formula, however, making a lasting role play is difficult, I wouldn't know how, perhaps instances role plays. You can still tell a great story within a limited amount of time and constrained in various ways.

 

The last part is kind of personal, but not, having a role play with 10+ characters is like an ensemble cast on the show, you either create main characters and side characters, or you create small groups. I find it slightly annoying and difficult. As it essentially creates interlinked role plays in the same universe in different locations. This is just me, but I tend to have a more focused role play be easier to manage.

 

I feel like I've been around the block of RPing to note some things, I've been part of more instanced role plays with smaller crews and those were fun, but hard, while any too open and undirected one got boring too easy.

 

It's a recurring pattern, and if there are any issues to note. As for Shifted, I basically had no time to participate, and when I could, I was basically a timezone behind. I was in no way part of that group anymore by the time I got back, and I was forgotten and left behind. I was neither a main character or even a side character, I had left before I had officially left.

 

I hope I have clarified, I know my blog post wasn't super clear and asking these question is something I really appreciate. While I do wish I could participate, i realize that if I want to may have to start one myself, but doing so would require more effort right now, so I will actually develop first and see.

Link to comment

So make a good one then?

Making a good RP is actually more difficult then you think, I could make a blog post which can list the things which you actually need to develop before you go forward. It's easy to go and say "do it yourself filly", and I realize that it may take a lot of time.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Join the herd!

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...