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What makes a good roleplay story a good roleplay story?

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Out of my entire role-playing career (I used to role play on other sites), whenever I had this idea that I thought would have been fun to role play in, no one else would seem to think so. I used to get people to join my role plays when I was younger but now, whatever I'm doing doesn't seem to be working anymore. It's really discouraging.

So here's what I'm here to ask: What makes a good role play idea a good role play idea? In other words, what about the plot would inspire them to join? Is it originality? A certain theme? What? 'Cause whenever I try to make a popular RP-theme, like, for example, a high school RP, no one seems to join. I don't know what it is! Am I just not good at plotting?
Role plays that need joining

Reflecting the Fate: A Final Fantasy Story
User avatar
Crest
Member for 1 years



I would try plotting less. When the storyline is to rigid, the player looses the sense of free will and suspense which makes RP exciting. Focus on world design rather than plot design. Make an open, yet still theme restricted, world with many possibilities. Only worry about plot after you figure out what kind of characters people are going to play, then you can write that plot using elements in those characters background making it specifically styled for them. Oh and don't make high school RPs....ever.
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Scumbag_Brain
Member for 1 years


One thing I would discourage against is adverting your roleplay as a genre piece. Whenever I see "VAMPIRE RP" or "CRIME DRAMA RP" or "WESTERN RP", it makes me wince a bit. A good story worth roleplaying, in my opinion, is one where the character is compass; it doesn't matter if the setting is swords, shields, spells, or laser rifles - if the character interactions, their struggles can't be adapted to another setting, then you don't have your story built the right way.

Commit to your premise before you commit to your plot. Write a log-line for your roleplay! That is, define the characters, define their goal, define their conflict, and define the consequences for meeting (or failing to meet!) that goal.

Scumbag is right, too, though. Following along with a heroes' journey-style story model will give your story direction, and prevent that awful Gobi Desert of a second act from dragging you down. Believe it or not, that's often what grinds most roleplays to a halt, even after all the trouble of finding people to join - it's all the characters stepping together, and realizing, "now what?" .. that horrible moment when there's no flow, no ebb to the story.

Start with who your story is about. Then think about where you want it to go. Remember, you're the GM - it's only right that you have a better idea of this than the players. That isn't to say that you shouldn't be on the journey with your players, but you ought to have the map and know where everyone is going, rather than just going on blindly yourself - as is often the case with genre RPs.

Hope this helps!

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ViceVersus
Scholar and Designer
Member for 5 years


Why don't you just try creating a setting based off of what seems fun to you? Don't go in depth into plot but have some there. Most RP'ers, at least in my mind, like to create and write. So leave some room open for them to do so. What I like to do is create the setting, maybe throw in some stuff going on around the theme and then let them create. They can build there character however they want as long as it fits the story.
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talihashi
Member for 0 years


An engaging story the players can feel like they can get involved in.
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Patcharoo
Member for 3 years



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