When most people who are familiar with the umbrella term “roleplaying” hear “GM” they think of the archetypal dice-rolling, page-turning, player-managing game master. Well, ever since play-by-post roleplaying was popularized and the focus shifted from live-action to writing, the game master is now the plot-writing, story-moving, player-managing participant. The job carries far less power, but in some ways, more responsibilities.
One of the things that gave me pause when considering the move to Chrome from Firefox was having to give up the wide range of add-ons that the Mozilla service provides. But while Chrome can’t yet match Firefox’s huge extension ecosystem, it’s rapidly catching up, and many of my favorite “must-have” Firefox add-ons are are [...]
This image explores the motivation behind several of the most popular video games. Explore it and keep these things in mind when designing your roleplays!
So, it’s been some time since last I posted in the RolePlay 101 series. Far too long, I reckon. Well, previously we discussed what RolePlay is, but before we begin anything else, let us think on the importance of words.
It is with noble sentiments that bad literature gets written.
André Gide says it pretty well here: [...]
If my character is spontaneous or has the potential for spontaneity I will explain that potential via some event or sequence of events in their life. So when he risks his life to save a little girl, he will be thinking back to his sister’s death that no one risked their life to prevent. Or he will be going out of his way to impress a maiden, fooling himself and others that he is chivalrous.
This is the first in a series of articles designed to cover the basics of Roleplaying, and we will be covering what roleplaying actually is.
In its most basic form, roleplaying is just that: playing a role other than yourself. The most prevalent and well known form of this would be acting, where someone becomes a [...]
This is part of the Writing Prompts series. Here’s how it works: Once a month, I post two words. Anyone who wishes may write what those two words inspire- poetry, prose, short story, song. Then, anyone who wishes may comment on those posts, offering encouragement and suggestions for improvement. After a couple weeks, open discussion [...]
Of the potential banes to collaborative writing, one in particular is lack of flexibility. What I mean by that is a story, or even environment as a whole, that is not conducive to player involvement, interaction, and retention. Many things may contribute to such, and some are often unavoidable, like the sheer volume of written [...]
This is part of the Writing Prompts series. Here’s how it works: Once a month, I post two words. Anyone who wishes may write what those two words inspire- poetry, prose, short story, song. Then, anyone who wishes may comment on those posts, offering encouragement and suggestions for improvement. After a couple weeks, open discussion [...]
There is a model of diagramming the world of a game that I call the Starbust – it’s basically elements that could be put together to build a relationship map, but the individual bits can be a lot easier to present rather than doing up a map all at once. At it’s simplest, it’s an [...]
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