Absolutely love this thread and everything that has thus far been said; thank you Zodia and partially-stars for opening the conversation.
To further expand upon the topic of OOC in relation to the success of IC:
OOC Community This is what I attribute most roleplay success to. Regardless of the rate of in character posting, cultivating OOC respect between the players is a priority and ensuring there is a consistent, welcoming, and pleasurable avenue of communication is often a key to success.
Players who aren't comfortable OOC aren't going to stick around IC. Likewise, some people prefer the full escapism of IC and never wish to engage OOC, but you'll catch them in OOC spaces breaking the 4th wall. These are all appropriate levels of engagement and should be actively encouraged. We are all here to, in a sense, have fun.
I absolutely love seeing this kind of thing, and am much the type of player to go out of my way to create sprites, maps, vidoes, memes, and other sorts of content when inspired by fellow writers. Inspired by their activity in character and even out of character. This, right here, is in my opinion goals:
Zodia195 wrote: I also got inspired to create fan art of all the chars and that helped me stay a part of the RPG. I had to get permission to draw all of the chars first though.
Another project I started based on in character activity (and constantly inspire others to join!) are news networks based on character activity.
The Show Must Go OnUnfortunately, things happen. partially-stars hit the nail on the head when it comes to OOC communication in regards to IC engagement, ghosting, IRL happening, and making sure the overall story doesn't suffer:
partially-stars wrote:...waiting for stragglers can also slow posting down and lead to the death of an RP. As a GM, I usually try to make contact, and if I donāt receive a response, I instruct members to move on. Iām always happy to fill somebody in if they come back, and Iāll welcome them back with open arms, but I wonāt hold up everyone for one or two people.
As a GM, preparing for players to drop out (or switch from active to not) is something I make sure to do with any and all plots, with the concept of Ta'Veren. I'll elaborate more on that in a minute, but want to highlight what Zodia said in regards to abandoned characters crucial for the continuation of the story:
Zodia195 wrote:Volunteer to Pick Up chars- It always happens, but some players do leave an RPG. I think one should be ready to pick up another char if they're able to.
As for when you hit a lull in the plot, reach a point where everyone is just kind of staring at each other and you're not sure where to go or what to do? I'm going to have to agree with Rem on this one. Just post! If you've ever heard of free-writing (mombie has a thread going on it!) this is a great time to put that tool to use. You never know what might fly from your mind, inspired by your subconscious. So what if it's a little silly? Guaranteed your players will appreciate the story moving forward, versus...nothing.
RemƦus wrote: Keeping players engaged can be a challenge, but at least in the Multiverse I've found that steady, consistent responses is usually the best way to keep people engaged, including replying as soon as you're able to any posts in your locations.
Which leads into...
Collaborative Spontaneity & Accepting Offers Collaborative Spontaneity is something that happens both in character and out of character. In improvisational acting, it is described as an "offer". An "offer" can be presented by anyone at any time.
Zodia195 wrote:we would bounce ideas off of each other for what would happen in the RPG. Sure, our lead GM, Val, came up with most of the plot, but she took some of our ideas, like I had a char whose dreams would show future locations the chars would go to, and she implemented that idea.
By far one of the most successful roleplays i've participated in was the
Vankoryth Detente, which ruled on the concept of accepting offers as well as the concept of Ta'Veren, which i'll explain in one minute. The idea here is that everyone does have input, and even if you're playing a table-top rules & dice style game, there's a chance someone has brought something to the table that you, the GM, have implemented.
This is the whole spirit of collaboration!
Ta'VerenMore on the spirit of collaboration - the concept of ta'veren. If you've hung around the Multiverse OOC long enough, and talked GM theory with me at all, you've probably heard me make mention of this concept being one of the most important concepts in regards to In Character collaboration and success for the player-character as well as the player.
Ta'veren (pronounced: tah-VEER-ehn) are people around whom the Wheel of Time specifically weaves the Pattern with all surrounding life-threads. No one is born ta'veren. The Pattern turns them to be one when there is a need and they are only ta'veren until they fulfill their purpose.
Translation: Everyone character should have the opportunity, and does have the opportunity, to be the main character at some point in time in the story. It doesn't matter who they are. If you've ever watched Game of Thrones, you know what I'm talking about. If you've ever read Harry Potter, you can think of a moment in which each character (Neville!) was kind of in the sidelines but then was the only one to be able to
do the thing.
So yes, ridiculous plot armor in my eyes is completely acceptable for the good of the story, the players, and the overall everything. Hence the comic When your players and player-characters step into the role of ta'veren, it's often too easy as a GM to want to pull the strings and reset the course - to
railroad even in the slightest, "for the good of the story".
RESIST THIS URGE and see, if for a moment, where the player takes you.
This ties directly back into the spirit of collaboration, and furthermore bleeds into OOC Community- let's give them something to talk about!
Escalation :Impact : StoryThe Golden Ratio.As a GM, this is your map of the chaos of the Universe at hand.
Escalation = events that further drive the story, that further drive conflict
Impact = the changes made by these events, to the world and to the characters
Story = the reason for the events, the outcome of the impact.
If these parts are not equal, you have nonsense and the potential for burn out in some respect.
- Too much escalation, no impact or story? If you're going to build up to something, make that something happen! Make it mean something!
- No escalation, too much impact, no story? This is the formula for any "god mod" "god mode" move, and nobody likes that.
- No escalation, no impact, all story? Please save it for the character sheet.
This formula does not discount slow burn, MinMax , or other play styles, which make important use of the ratio in that one component is stressed and the others are supporting.
BURN OUTI really want to touch on this and made it extra-big because it's important. Burnout is a thing. If you feel as if you are doing too much, you are likely doing too much. If it helps to develop a schedule, develop a schedule. If writing becomes a point of stress, an unhappy place, please communicate with your fellow players what's going on.
We're all here to create together, and we're all here to support each other.
As much as we want stories to continue,
we are human.The Aschen in The Multiverse has been going for 10 or more years, and it doesn't get attention every day. The main writer, barney_fife, has periods where he can't post. We understand and we work with each other to find solutions so those who want or need to continue their character's stories can, and players who aren't able to aren't left behind- including the GM.
As a GM I think it's important to make space for your players themselves to be able to wander and continue on if you ever need to take a break, even if it means dropping them into a low level town to hang out and keep it slice of life for a moment, or OOCly passing the torch for the time being, tying back into The Show Must Go On.
in conclusionGet hype OOC about your IC & be kind to yourself and others!