Tips: 0.00 INK
by ViceVersus on Fri Jan 20, 2012 9:20 pm
One of the hugest killers of roleplays isn't a bad idea, no interest, or anything like that. Sometimes, the thing that dries up roleplays and makes them wither away in the dust is bad story structure!
Google the Hero's Journey! It's a great starting point, a sort of helpful skeleton for starting a story. Generally, you establish your characters in their ordinary world, have something happen to bring them out of it, and send them on their journey. Understanding story structure is highly important. I see far too many roleplays that have a promising premise, but not enough story to them.
There is a Gobi Desert, I like to call it, when a GM has players lined up with interesting and multifaceted characters, but then nowhere to lead them. Immediately when you start the roleplay (and, of course, this requires a great deal of communication between players) set up checkpoints, if you will, along the way. Let's say, just for the sake of example, that you're doing a zombie RP, and the group has met together, and they need to get to the local grocery store to stock up on things. That's your first challenge, set up there -- your gatekeeper, if you will, if you're still following along with the model.
You have a point A and a point B, but you still have room in-between those things for your characters to interact freely, maybe get in a few scuffles, that sort of thing. In a way, it's like improvisational comedy. There's a setup, notes that need to be hit on, and in some cases end points that must be landed. What happens in the middle; that's the meat of it.
But yes. Talk, talk, talk, communicate with your players. Include their vision of the happenings into your story, as well - or at least take it into account. You can have fun and lead them along as much as you like, as long as they know, in general, which direction they're headed.
Hope this ramble helped!
-VV
Tip jar: the author of this post has received
0.00 INK
in return for their work.