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by LSunday on Sat Jul 16, 2011 11:02 pm
I agree with the 'Blenders' of above, but once you start getting down to the order at which the priorities should be placed, it comes down to personal preference. Me, I think Plot is the most important and Setting the least, but like I said- it would be rare to find a really good roleplay that doesn't have at least average in all three categories.
The ideal roleplay (IMO) should have a setting that has enough thought put into it to be interesting and fitting for the plot, but isn't so set in stone that the GM or a player(with the GM's approval) can't add a few pieces of their own, as long as it fits the story and doesn't stand out. For example, in a roleplay I was in, the setting that was originally laid out for us did not include a graveyard, a location that later became a plot point that was very interesting and created a fair amount of interesting and dynamic character drama, even if it did turn out to have little relevance to the main plot other than things the characters learned about each other through the arguments the graveyard cause. (Okay, a bit convoluted there, but I hope you could follow it)
The plot, again, should have a 'planned' ending, where the GM would like it to go, but the GM should still have options for other things that can happen and other potential twists that could be added/removed based on how the characters act. Going back to the same RP I mentioned earlier, this plot had a murder mystery (a la And Then There Were None) where the players that were killed were almost directly chosen based on how interesting they were being. In fact, we learned at the end of the RP that the killer we ended up with wasn't even the same killer the GM had originally planned, because the way we had played the characters made it so there was a greater payoff and better psychology behind the whole plot- in fact, only 1 of the 3 surviving characters was the same between the final product and the original plan. (I am proud to say I was one of the characters who earned a survivor spot I did not originally have)
As far as characters, this is a harder topic to approach because it depends entirely on how the players achieve it. In the case of the RP I am just milking for examples, even a poorly-played character would have an impact on the plot, based purely on the skill with which they played (The same person kept re-joining the RP when others left for personal obligations, and was killed 3 times in a row before we whittled it down to the devoted cast). So, I feel a purely character-driven RP is unlikely to work, but an RP that doesn't have any malleability based on the characters is just as likely to fail.
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