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.
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: [...]
One mode of Active Roleplaying that involves only NPCs is what I call Conversation Topics. There is little description (of the scenery, at least) and there is almost no action (apart from “stood” or “sat”). If your world was Rome, there could be a Conversation Topic at the Forum or at the Senate. If you were following Aladdin in Agrabah, a good place for a Conversation Topic might be the local bazaar. In Alexandria, the Lighthouse Library would serve well. In the small town of Sleepy Grove a perfect Conversation Topic would be the Town Hall Meeting. In a college setting, an engaging discussion class would work. Given a corporation, a meeting of the Board of Directors. At a high school, the PTA meeting. In a Fraternity, a Regional or National Conference. Etc. For any setting except for the travels of a quest, there is likely some location where several NPCs are likely to meet.
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 [...]
… the best way to convey information while giving a good image of the scene is by writing out the mood associated with the actions, while allowing for each reader to see the scene with their own details. Any details left out will be filled in by the readers’ imaginations, each one differently, based on their general preconceptions of the detail at hand and the scene surrounding that detail. This allows for the reader to do much of the work describing static elements, giving the author the freedom to describe only the necessary and relevant dynamic ones.
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 [...]
Make Your RP Successful! by drawing in the intimidated
This is part two in the series “Make Your RP Successful!,” not because I am actually exerting the copious effort of composing a series of loosely-related articles on role-playing, but because I figure this opening sentence seems energetic and reminiscent of those inspirational guides on improving life, [...]
Turning a small thought into a full-blown post can often be a difficult process. I stumbled into Joe Davis’ demonstration of exactly that process today, so I’m publishing it under the “Asides” category for everyone to enjoy.
Joe Davis presents “Telescopic Text” – an interactive demonstration of expanding upon content, word by word.
Make Your RP Successful! by being involved in somebody else’s
You finally find a role-play forum gurgling up the Siren’s song of promise. There are tons of threads, and on every breed of subject matter your eager little soul can conjure. More surprising, many of them have quality writing! Yes, even the occasional furry threads exude greatness. Navigating through [...]