bury the year Posted April 7, 2012 Report Share Posted April 7, 2012 I’ve decided to make a series of discussions like this one to get YCM roleplayers into some discourse over what exactly is going on in their field of activity. The first topic came from the failure of the Megaman RP I set up a while back. Surprisingly enough, I had the plot all written out in advanced: I had guideposts for what the characters should do and how that should proceed. It only got to nine posts before interests died down. Meanwhile, I’ve seen much less structured RPs go on for many more pages without any signs of ceasing. So, my question to you is this. [b]How much of an RP should be dictated by the GM, and how much by the players?[/b] Feel free to debate this and respond to other people’s posts. Link to comment Share on other sites More sharing options...
Kazooie Posted April 7, 2012 Report Share Posted April 7, 2012 I tend to like RP's that have a mixture of both. I like to know that the GM knows what he's doing, but let's things shift with the actions of the players. I like a more dynamic story, I guess is the best way to say it. Link to comment Share on other sites More sharing options...
Desu the Blue Nerd Posted April 7, 2012 Report Share Posted April 7, 2012 [color=#0000CD]About 50/50 really. Obvious answer but the best one. I feel a host should have an idea of what is going to happen next so that the story can advance and try to guide the RPers towards that idea but really be letting the RPers get there mostly by themselves. A host shouldn't be telling the RPers every single thing to do but instead just let them RP.[/color] [color=#0000CD]Yeah, I think Caeda summed things up pretty well.[/color] Link to comment Share on other sites More sharing options...
Vairocana Posted April 8, 2012 Report Share Posted April 8, 2012 Railroading is bad and a sign of a bad GM. An RP needs to be fluid and flexible. You want to have a general idea of what you want to happen, but you also need to be able to adapt to what your players choose to do. Just like how a DnD game that gets railroaded into a pre-decided conclusion the DM has already thought up of, an RP that only has one path is equally as boring. Link to comment Share on other sites More sharing options...
shelds9 Posted April 8, 2012 Report Share Posted April 8, 2012 I like to create a Plot, maybe have one twist in mind, but then play it be ear. That way, it is as much a surprise to me as it is to everyone else. Also, people don't always do what you want, and they have to rewrite their post or you have to change the twist accordingly. It is almost like a chore for the others to follow what everyone else wants and it is not promoting much creativity. If you want to control everything, you should wirte a Fic. Link to comment Share on other sites More sharing options...
.:Blu:. Posted April 8, 2012 Report Share Posted April 8, 2012 [quote name='Desperado of Finale' timestamp='1333842928' post='5905639'] [color=#0000CD]About 50/50 really. Obvious answer but the best one. I feel a host should have an idea of what is going to happen next so that the story can advance and try to guide the RPers towards that idea but really be letting the RPers get there mostly by themselves. A host shouldn't be telling the RPers every single thing to do but instead just let them RP.[/color] [color=#0000CD]Yeah, I think Caeda summed things up pretty well.[/color] [/quote] Did you just described my style of RPing? xD Anyways, I agree with Desu, I believe a GM should set up a mostly linear story for RPers to follow but the choices they make and how they get to the next point in the story is dependent on them. If I had to make a ratio of story structure to freedom of action for participants for my RPs, I would probably say it's 60:40. That ratio works best for me. I also believe it's best that an RP has a limited number of participants, this way the story structure can be utilized to it's fullest potential. In my RPs, I always make it a rule to [u]firmly[/u] let applicants know that I expect dedication if they are to apply. Link to comment Share on other sites More sharing options...
Admiral_Stalfos19 Posted April 8, 2012 Report Share Posted April 8, 2012 I personally feel that the GM of an RP should pretty much act like the director of a movie. Sure, you can still have your [i]own[/i] idealisms of how exactly you want the RP to go, but you should leave it to the other RPers to fill in the gaps between each advancement of the plot, and ideally allow a margin of error for scenarios that aren't [i]quite[/i] the way you were originally hoping for, but are still acceptable in your eyes. The only times you should [i]really [/i]put your foot down is when things go horribly wrong. As for the ideal ratio, I'd say 50% GM and 50% RPer. Lazier GMs [i]might[/i] get away with as large a gap as 35% GM and 65% RPer, but in that case, I reckon that what such a GM lacks in... whatever the antonym for laziness is, he or she [i]must[/i] make up for in competence. So yeah, that's [i]my[/i] two cents on the topic at hand. Take with a grain of salt. Link to comment Share on other sites More sharing options...
CrystalCyae Posted April 8, 2012 Report Share Posted April 8, 2012 As a GM of a few completely and utterly faily RPs, I reckon that only a brief idea is needed. If I'm told exactly what to do, and when to do it, I often refuse. It's a bit like real life in the regard that people sometimes don't want to listen to their superiors, and would rather do their own thing. Often, this attitude seems to reflect in the person's RPing style, so it would be pointless to apply severe restrictions for freedom. However, completely letting RPers run rampant with an RP can cause it to implode when the RPers realize they aren't doing anything. At. All. I reckon a ratio of 55/45 GM works for me. I suppose it's because I can't see a 50/50 being acted out often, so I opt for something almost their, but not quite. Not quite is fine by me. Of course, since my RPs tend to explode due to me being incompetent... My judgement = almost null and void hehe Link to comment Share on other sites More sharing options...
Master Red Posted April 8, 2012 Report Share Posted April 8, 2012 The way I have done it in the past is to write out the important lot points that will need to happen but then leave gaps between them so the RPers will be working out for themselves how to get there. If it gets completely derailed the mission for the GM is to somehow get the RPers back on track again. Basically I plan out the start a middle and an end but there are lots of room for the RPers to work with, giving room for potential side quests etc Link to comment Share on other sites More sharing options...
Vairocana Posted April 8, 2012 Report Share Posted April 8, 2012 [quote name='Admiral_Stalfos19' timestamp='1333852451' post='5905804'] I personally feel that the GM of an RP should pretty much act like the director of a movie. Sure, you can still have your [i]own[/i] idealisms of how exactly you want the RP to go, but you should leave it to the other RPers to fill in the gaps between each advancement of the plot, and ideally allow a margin of error for scenarios that aren't [i]quite[/i] the way you were originally hoping for, but are still acceptable in your eyes. The only times you should [i]really [/i]put your foot down is when things go horribly wrong. [/quote] I think you underestimate the amount of control a director has. Link to comment Share on other sites More sharing options...
Hydra of Ages Posted April 8, 2012 Report Share Posted April 8, 2012 I've always felt that the most interesting thing about a Roleplay was letting other people run free to create their own stories in a universe you've designed; as such, I tend to have a highly structured opening posts, probably until about three pages in. At that point, I have little but my notes to go by, and any actual directing that I do is really just trying to get the players on track to do something eventful. The primary issue with GM-driven Roleplays, I tend to think, is that it requires the GM to have a very timely schedule. Since the plot is tied to whatever the creator happens to be doing, it will move excruciatingly slowly if they're only able to log on occasion- far slower than a roleplay that's able to perpetuate itself without imput from the GM. Link to comment Share on other sites More sharing options...
ListenToLife Posted April 11, 2012 Report Share Posted April 11, 2012 [quote name='Hydra of Clocks' timestamp='1333866819' post='5906059'] The primary issue with GM-driven Roleplays, I tend to think, is that it requires the GM to have a very timely schedule. Since the plot is tied to whatever the creator happens to be doing, it will move excruciatingly slowly if they're only able to log on occasion- far slower than a roleplay that's able to perpetuate itself without imput from the GM. [/quote] That's why Co-hosts were invented. Successful, mainly GM driven Rps are ones that tend to have assistance with the writing. It's impossible for a Host to be on at all hours of the day, or every day. And, when the host is absent, authority is direct to the co-host(s). These people should have a main Idea of the plot, perhaps not everything the host has in mind, but a majority, and should be there to help guide the RPers to the selected destination. Still, total domination is too overboard. Freedom and flexibility should be allowed, but not enough to go rampant and do anything, and they must follow the plot set by the GM, or it is likely they will end up nowhere, with nothing to do. Roughly 65:35, (Co-)host:RPer. Perhaps a little more power to the RPer, but as a rough guide. And anyway, the problem (usually) isn't really who's got power, because it could work well either way. It's the dedication of the people who are role-playing, how long they are willing to stay interested, and what type of roleplay it is/what it is based on. Link to comment Share on other sites More sharing options...
BLUR Posted April 13, 2012 Report Share Posted April 13, 2012 Although I do agree with Hydra in saying that GM-driven rps go slower and that that poses a problem, I still would hate to be in an rp where everyone is left to do their own thing. I think the best would be a 60-40 ratio (GM is 60), because ultimately, the GM of the rp has to be the one to guide you somewhere. If they just lay the foundation and make the rpers do the rest, it will be utter chaos. I know this because I've been in many rps where the GM simply created a plot, and had us do the rest, and it's not fun. This also causes the lesser experienced rpers to ruin the rp by constantly posting side stories that are so irrelevant it should be prohibited. The GM should set the foundation, and based on the rps of the rpers, create the next layerss. Ultimately, the rpers will be the ones who will influence the next layers, but the GM will be the one who finalizes it. That makes for the most enjoyable rp. Link to comment Share on other sites More sharing options...
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