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What makes a good roleplay?
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Topic: What makes a good roleplay? (Read 1468 times)
Simplicity
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I hereby kill you.
What makes a good roleplay?
«
on:
March 07, 2010, 12:58:54 am »
What elements do you think make a roleplay good? What are some things that you look for in a roleplay? I want to know everyone's opinion. Also, what makes a roleplay cliché? What ruins a potentially good roleplay...? Anything.
Personally, I hate seeing a roleplay that uses an overused theme, and when a decent idea comes along, I hate seeing the people participating ruin it with their
shitty as fuck
illiterate writing.
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She watched the sky, but all she saw was the angels falling, their wings broken and their halo's gone.
Fractal Resonance
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Re: What makes a good roleplay?
«
Reply #1 on:
March 07, 2010, 04:05:01 am »
Summary of Below:
Fractal looks like a douchebag.
1.
A lack of separation between in-character and out-of-character.
You come on here and probably scoff at this. "I am a great roleplayer!" you announce, and reassure yourself by noting, "It's just Fractal, anyway. That guy is an idiot." Yet many roleplayers miss the point of roleplaying altogether, especially on forums. Perhaps I've piqued your interest, or perhaps I've affirmed your belief I'm an idiot, but hear me out on this one, as there are several pitfalls people seem to hurl into.
For one, many take roleplaying much too seriously. This may seem like a /b/ inspired piece of insipid advice that you could do without, but the fact of the matter is that roleplaying is about
having fun out-of-character more than anything else
. You want to have fun, and you should want everyone else to have fun. Yet often times people break down into out-of-character verbal brawls because some minor facet of their character was betrayed in an absolutely irrelevant fashion. This not only makes everyone miserable, but it totally disrupts roleplaying.
Secondly, people too closely associate themselves with their characters or use their characters as a method by which to express their innermost desires or vent their frustrations. Though this may seem to fly in the face of the above "have fun out-of-character," the reality is that
that is the shit you should handle in real life
. When you bring these personalized factors to the roleplaying table, you get drama, because you will
always
produce a Mary/Gary Stu character who you'll never let win.
2.
Actual good writing.
No, not that brilliant 2,000 word post you introduced your character with in which you
described fucking everything
. More like the one you made with a reasonable amount of content in which action and character exposition occurred without being hamhanded or retarded.
This might seem like a weird thing to hear me bitch about considering I hang around the IRC all day acting like a totally illiterate moron (I am one, to be honest), but most experienced forum roleplayers can't write, which boggles my mind. Yes, you can make ridiculously long posts describing the environment, etc., but the fact is that rolepalying is made exciting by the
exact same thing as literary writing
. And what is that? Action. So stop wasting time describing so much, because your posts become stagnant, worthless purple prose.
Of course, some of you do a good job with making the action thing happen. Except then every action scene is like reading someone read a Goddamn anime and then wrote out the events on paper. The action is limp and repetitious because it's the same physical transaction over and over and over again. Someone uses the kamehameha and then Vegeta uses big bang and stuff blows up. On forums, there's a definite lack of emotional or verbal conflict between characters, and even when there is, it's extremely hamhanded and manifests
way too quickly
to actually feel like anything considerable.
And, finally, even if people don't entirely agree with the content of my #1 point, you still have to admit people stick unrealistic powers or characteristics on their characters to be "unique," when in reality when everyone is "unique," nothing is unique. Most of the best and most pronounced roleplaying characters I've ever seen were entirely human, had no special powers, and did not have a massive tragedy when they were young. They instead had some actual, unique, interesting, yet subtle background.
3.
Not being on a forum.
Scoff if you must, but I notice time and time again that forum roleplays are plagued with a high level of inconsistency, stupidity, and death. These symptoms do not necessarily dominate forum roleplaying, but it is rare to see a forum roleplay of any "considerable" (read: not involving half-demons or high schools) make it long enough for reasonable and considerable character development to occur. Y'all gotta stop having your roleplays die, really.
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[16:24] <Cream|Piano> I nearly changed my nick to pedo instead of piano then because of you guys >:|
Cream
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Re: What makes a good roleplay?
«
Reply #2 on:
March 07, 2010, 11:35:36 am »
I find that what ruins a roleplay for me is when you set it up, have high hopes and everything with the amount of interest, the OOC is going good with lots of people joining and looking enthusiastic and decent. You feel that it's cool to start up the IC and so you do. The next morning you wake up to either finding a gazillion posts by one or two people that have interacted and are now simply talking to each other in each post, or you find one or two posts and then have to wait days for others to get started. I don't mind waiting for a couple of days, but I've found that some people that join up just don't post - ever despite joining. In fact, in one of my roleplays over in Gateway, I had a good amount of people sign up and be enthusiastic and then just didn't post, at all.
Another thing I hate is when you have decent people join and then one person who looked promising turn out to post just one or two lines. I never expect novels by everyone, but at least one or two paragraphs to keep things interesting so I can learn about the characters and watch them progress and develop. If that person has bad writing on top of that, it just seems to make things worse.
The last thing that ruins it for me is people trying to God-mod, take control of the characters and/or roleplay and make things go their way when they are not the GM. This includes people that make their characters have everything bad happen to them with no logic what so ever or are perfect in every way. I once saw a character that was around 18 years old, fluent in about 10 languages, could play every musical instrument going, was extremely intelligent and had finished school at the age of 15 or something and was also excellent in a number of martial arts. The roleplay? It was a simple one about a group of people going on vacation to a beach, a realistic setting and the GM not looking for much but for me, even though I was just reading to see what it was about and once I saw it not planning on joining, that character killed it for me completely. I think in most roleplays, a character like that would kill things, but that's just me personally.
On another note, what makes a roleplay good for me, is a unique and different idea. Something that catches my interest and has had a good amount of planning towards it so I know what it's about, where it could be going, and where a character that I could create could fit, along with decent writing. I also look at the players that join unfortunately. If I know that the players joining are awful, then I tend to stay away and not join unless they aren't accepted.
Anyway, that's my two cents for now >_>
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Jader
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Re: What makes a good roleplay?
«
Reply #3 on:
March 07, 2010, 01:25:38 pm »
I think consistency is a huge problem with RPing today, especially on the forums. You begin an RP with plenty of interested players, but then something is lost in the translation and everything slowly spirals down until the RP becomes stagnant. A good RP for me is one in which the players are excited about reading/writing the new post. They get excited at what is happening in the story. "Omg, did you see John's post? I can't believe his character JUMPED into that army of like..a thousand soldiers!" Stuff like that.
What makes a good roleplay to me is the passion of the players. The consistency of the plot. The moment. The freedom. The power. The emotion of the climax. The last act.
It's like a play. And we are Method Actors!
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Fractal Resonance
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Re: What makes a good roleplay?
«
Reply #4 on:
March 07, 2010, 04:29:17 pm »
Quote from: Jader on March 07, 2010, 01:25:38 pm
"Omg, did you see John's post? I can't believe his character JUMPED into that army of like..a thousand soldiers!" Stuff like that.
Honestly, Jader, I think this is the faux excitement that kills a lot of forum roleplays, because competing to be the most "badass" is what often kills the fun. It's the same as a movie or a television series jumping the shark... once it's happened, nothing seems interesting or wild anymore. If you keep things reasonable, then daring feats can happen repeatedly and still seem daring without it looking like you're constantly trying to ramp up "the kewlness" of the roleplay.
This happens in live-action video game roleplaying too, where often a character doing something ridiculous will have a marked effect on the concentration of players in the area. You can literally see people start to leave when things either go overboard, or drift into the realm of "lololol we're kewl."
Of course, I imagine that was just a silly example on your part not meant to be taken 100% seriously, but it's rant material for me.
Best roleplaying events I've ever had were not marked by any physical combat. In fact, recently, the best two on Neverwinter Nights in 2009 were having my character become a wanted fugitive after being framed for a crime, and having that same character cheat on his would-be girlfriend, creating loads of great in-character drama.
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[16:24] <Cream|Piano> I nearly changed my nick to pedo instead of piano then because of you guys >:|
Alucroas
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Re: What makes a good roleplay?
«
Reply #5 on:
March 16, 2010, 03:21:11 pm »
Quote
What makes a good roleplay to me is the passion of the players. The consistency of the plot. The moment. The freedom. The power. The emotion of the climax. The last act.
This.
If You're An Elitist, I Want You To Take That Elitist Attitude Of Yours And Shove It Up Your Fucking Ass
Personally, I think a lot of people are pretty tight-assed when it comes to roleplaying, and will often times attempt to outright ignore any attempt at interacting with them, for the simple fact that they do not like the character. This pisses me off, and aggravates me beyond rational thought, because it's part of how elitism gets brewed up. Not that I've seen any elitism on here yet, but it can easily start and I've seen it happen before in the past, even among the people who preach about how elitism is a bad thing.
Pay Attention To Other RolePlayers
Another branch-off to this, is that I've noticed more often than not that characters tend to get ignored, not out of elitism, but just in general. I understand that a person isn't going to catch every minute detail of every character's action, and that's fine and dandy, but sometimes the effort just seems to be altogether absent, as though the RolePlayer couldn't care less, and that can drive people away. I'm told by many RolePlayers that they just skim posts, and respond almost immediately. Don't do that. Don't ever fucking do that. That's
exactly
how key-pieces get missed, and I can almost guarantee you that it's going to get at least one person pissed off.
If You’re Going To Do Something Crazy In A Post Maybe It’s A Good Idea To Ask First?
I’m not going to lie about this, I love making crazy posts, I thrive on making crazy posts that I think people will love, because I’m all about impact and shock-value, which to me, is the spice of life when it comes to getting RolePlayers interested in what’s going on. But, please take the time to ask at least one or two people if they’re fine with you going bonkers in a thread. The consequences of your actions could dramatically affect a multitude of other players, and potentially piss them off, and make them not want to RolePlay with you anymore. In other words: you should always have as much fun as possible, but not at another player’s expense.
MICROSOFT WORD EXISTS FOR A REASON! FUCKING USE IT!
If you’re RolePlaying on a forum, which you probably are, otherwise you probably wouldn’t be reading this thread then, it’s a good idea to use spell-check, correct any grammatical errors you may or may not make. I know plenty of grammar-nazis who would love to put every illiterate bastard they see in a concentration camp, whey they can beat them to death. Microsoft word is your friend, and a loyal one at that, who’ll stop any of those Great Danes from sniffing out your poor usage of commas, and inability to use a fucking semi-colon. If you’re a gammar-nazi, how’s about instead of suffocating them with poison gas, you offer them some advice on how to better improve their writing. I know you may think you shouldn’t have to, and that’s it up to them to figure it out themselves, but that’s part of your jobs as vets, and that goes without saying.
If You Don’t Understand A Post, Ask What Went On Instead Of Throwing A Shitfit
This is probably, if not definitely the leading cause of arguments that happen Out Of Character: misreading a post or simply not being able to properly comprehend what went down. You have fists, but you also have a mouth. Instead of punching someone in the eye, how about you try asking what happened? Maybe you missed something? Maybe there was a word in their post, and you didn’t know what it meant. Ever think of that? HMM?! You could also ask them to explain what they did in a way that you may be able to comprehend.
God Didn’t Give You A Brain So You Could Stick Your Thumb Up Your Ass And Go “Dehh, I don’t know George, Dehhh!” That’s What Cockroaches Are For
This goes without saying, but I think I may need to say it anyway: try to use common sense, because it’ll really help you out in the long run. It also helps to think about what you’re writing, either while you’re writing it or beforehand (different strokes for different folks, I guess). This is how you make your post read like something coherent, not like something that has it’s brain is located in its ass (hence the cockroach).
HAVE FUN, ‘LESS I BREAK MAH FOOT OFF IN YO’ ASS!
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hyper-cat
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I'm new here :D
Re: What makes a good roleplay?
«
Reply #6 on:
March 17, 2010, 09:29:44 pm »
Good roleplays, for me, are very fast-moving and unpredictable. It irks me to no end when everyone wants to be either the big-bad anti-hero, or everyone's savior. My maximum is 1 per rp. More than that, and I'm going to try to kill them off somehow (with their permission of course. ). Another thing that ruins role-play is the romance, especially when it's unbelievable. (ie: Person1: Hey, I think ur hawt!! lawl Person2: Rlly? Ur hawt 2!!! OMG. Person1: Wanna go make secks?! Person2: YES!! *rips off clothes* I love uuu!!!!! ect...)
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Belle
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Re: What makes a good roleplay?
«
Reply #7 on:
March 19, 2010, 05:33:11 am »
Personally, I think what makes a great RP is when people stop putting so much thought into it.
RP IS SUPPOSED TO BE
FUN
. SO HAVE FUN.
People really have lost the fun of it, even I at times. They take it too damn serious, and it loses it's fun.
Everything else such as staying in character, etc, has been said above.
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Fractal Resonance
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Re: What makes a good roleplay?
«
Reply #8 on:
March 19, 2010, 12:32:44 pm »
Roleplaying is srs business.
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[16:24] <Cream|Piano> I nearly changed my nick to pedo instead of piano then because of you guys >:|
Belle
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Re: What makes a good roleplay?
«
Reply #9 on:
March 21, 2010, 09:28:35 am »
Stop trollin'. I almost got srs.>.>;
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Fractal Resonance
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Re: What makes a good roleplay?
«
Reply #10 on:
March 22, 2010, 01:28:25 am »
No.
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[16:24] <Cream|Piano> I nearly changed my nick to pedo instead of piano then because of you guys >:|
Belle
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Re: What makes a good roleplay?
«
Reply #11 on:
March 23, 2010, 03:50:19 am »
Yes.
(
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Fractal Resonance
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Re: What makes a good roleplay?
«
Reply #12 on:
March 25, 2010, 12:27:15 pm »
It is srs business. The fact you think it is not indicates that you are a newbie roleplayer who could not roleplay their way out of a paper bag.
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[16:24] <Cream|Piano> I nearly changed my nick to pedo instead of piano then because of you guys >:|
Belle
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Re: What makes a good roleplay?
«
Reply #13 on:
June 29, 2010, 07:07:53 am »
Hahaha. >_> I just saw this. LOL
and I agree to disagree.
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Ace
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Re: What makes a good roleplay?
«
Reply #14 on:
July 02, 2010, 05:17:53 am »
"What makes a good roleplay?"
Easy, one that doesn't have Belle in it, end of story
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Belle
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Re: What makes a good roleplay?
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Reply #15 on:
July 02, 2010, 12:08:26 pm »
Hahaha.
Stfu.
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Selothi
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Re: What makes a good roleplay?
«
Reply #16 on:
July 25, 2010, 05:13:08 am »
Nah, RPing is serious stuff, 'nuff said.
Anyway, in this thesis on the attractive ass of roleplaying, I'll postulate a duo-developmental approachism:
Chapter I: What attracts me to a roleplay:
Well of course, if the RP is based in a setting I like, I'll generally take a look, but let's say that it's a totally new RP with no basis in any particular work of fiction: first of all, there's the title. It's got to be capitalized correctly and sound mildly interesting for me to even consider hovering my mouse over the name and smile in glee as the words flash up magically. Now, in the days before tags were introduced to describe your RP, your title was all people browsing the forum knew about your roleplay, and for me, it's always damn hard finding a fucking name for my story, so I reckon that's a fairly important step.
Next off, the setting and story. If the setting is explained
roughly
but well, I'm interested. OOC threads where the first post has the names of ALL the deities, ALL the cities, ALL the sweetroll types on EVERY island just get on my nerve. It's good to know that the poster knows what they're talking about, but it means that as a player you have little room for creativity and actually have to remember all that shit !
also it gets in the way of the most important part of the RP: the story.
The story doesn't have to be epic, far from it, but it's got to be ... interesting in the way that as you read the little info given to you, you smile a bit, you find that little subtle touch to really show the skill of the GM, and that it's not just "evil lord takes over city, you flee, you want to attack evil lord." Clichéd stories are fun the first few times you do them, but then once you've seen one, you've seen them all.
Finally, what tempts ME into joining an RP, when there's already a few players signed up, is who those players actually ARE. If I don't like them (lack of any skill, usually), I don't join. Don't want to fuck about with people who barely post a paragraph. Simple as that.
Chapter II: What I want to
see
in a roleplay:
More than anything nowadays: credible, believable characters. Again, they don't have to be epic, just ... interesting. It's all about subtlety rather than "is the last ninja of his family, they got killed by evil guy, now he's on a quest for revenge and power". And one more thing, MAKE THE FUCKING MORTAL. Two things people seem to avoid like the plague when making characters is: making them "old" (people ALWAYS have young characters) and letting them get hurt in battles. It seems that whenever there's a battle with an NPC you're allowed to control, you'll make that NPC the crappiest fighter in existence, and your character parries their every attack and chops their head off without any difficulty whatsoever.
Also, when it comes to dialogue, I find that actually reading out loud what your character says helps a lot in convincing you that what they say is believable and sounds good, rather than just making them sound ominous, epic and bad-ass. It seems that RPs are all about selfishness and making your character shine above the others, rather than what it's supposed to be:
collaborative story writing.
Those three word sum it up: do it with the other people, build a good story, as best as you can, and have some literacy when you're doing so, it's the only way to fully express yourself.
***
Also, good morning everyone.
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Jamee
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Re: What makes a good roleplay?
«
Reply #17 on:
July 25, 2010, 06:07:46 pm »
LOL. Good morning, Selothi! xD
And well said >>
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...I was gonna put something witty, but I forgot...
Selothi
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Re: What makes a good roleplay?
«
Reply #18 on:
July 26, 2010, 05:11:59 am »
Why thank you ...
And I just realized right now that in fact that thread hadn't been posted in in 20 days ... Oh well, they call me the Necromancer or somesuch
And again, good morning everyone, how was breakfast ? (Haven't had any yet v.v)
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PaladinFoster
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Re: What makes a good roleplay?
«
Reply #19 on:
August 05, 2010, 10:49:55 pm »
Good characters, a decent, original story, kind people, and a couple explosions for good measure.
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