It is, one hundred percent, the player's responsibility to post in a consistent, timely, and polite manner in whatever game or role-play that they have been kindly invited into by the GameMaster. Equally, it is
also the responsibility of the GameMaster to send messages to each player who might be behind in their posts. Communication is essential. Those who simply vanish from role-play without explanations are cowards. At the least time should be taken to explain, or simply notify all those concerned, what is happening and why they are unable to post. Whether the player is having a temporary delay or is choosing to leave is not relevant to this most basic function of courteous action.
The Player should also take the responsibility to know how many role-plays they are in, what their limit is, and to stay within that limit. Accepting, or applying, to too many role-play invitations is one of the high reasons I see for I-Forgot-To-Post Syndrome. For myself, my limit is fairly precise. I generally have one role-play that I participate in for fun, as a Player. I also tend to try to provide one game as a GameMaster in order to give back to my fellow role-players when I can. And then, perhaps, I might also tutor an ambiguous number of English students about some of the finer aspects of the great role-play art.
For myself, that is my limit, and it is enough.
Animality Opera wrote:Specifically, something I've only discovered this past year is GMs posting in a roleplay not only with their character(s) but also with select posts purely for narration.
This is the precise and implicit function of the GameMaster. A GameMaster who does not do this has generally failed their primary responsibility to the role-play. Now...it is true that some players are more comfortable than others. Some players have different...expectations than others about how a game or role-play should be handled. They may also have expectations about what their characters can, or can not, do. Even in something that is called the sand-box style the GameMaster's voice, not any of their characters, should be regularly heard by the Players. Each of the characters in a role-play should feel the...movement of how the GameMaster is urging the role-play forward.
In all honesty, I am in a role-play currently where if I were not an experienced GameMaster, I think that the role-play would have fallen through several weeks ago. Some GameMasters are not experienced in what is required of them or perhaps what the players might like. When this does happen communication is important, as noted above.
My general limit is one week. If a player skips a day and does not post I tend to send them a private message immediately. Depending on the situation if they say that they can not have their post in by the day-after-next then I will then make a temporary post for them and then edit it later with the player's input. If the player vanishes with no communication for one week, their character is moved for them to propel the plot. The character then tends to fade from the plot because the character is not mine.
ViceVersus wrote:If the Design team could develop a concept for a system that would send you a PM every day or so (or however the GM wants to set it up) that auto-sent reminders to people that they are in a roleplay, that they've subscribed to the content ..
My own...limited experience has been that players prefer speaking to real people rather than to automated calculation processes. My presumption is that automatic reminders will simply exacerbate a problem which is already steeped into the human condition. I use bookmarks and notifications. To me that is enough and I personally believe that any truly dedicated player would find it to be enough also.
Good luck with your attempt at Narration, Sato. I hope it goes well.
Speaking very generally I have come to something of a Rule-of-Thumb regarding games and role-play. That is, "The more people that are involved the more chance that something will go wrong." Some times a player will have to bow out of a game. Some times a GameMaster will require a break due to unforeseen circumstances. The greater number of participants the greater the likelihood that something of this type might occur. This is one, but not the only, reason that I prefer games with a small number of players. Three, perhaps four at the very most, is usually the right number. Others' experiences may vary, of course.
But, yes, I agree with the growing point of this thread that courtesy and consistency are important in the matter of personal accountability.
Also, Merry Christmas thread readers.