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by Kurokiku on Tue Nov 01, 2011 12:07 am
This is an interesting question; I'm glad you asked it, actually.
I think in my own case, it can be any number of things, though combinations are always preferred.
1. Characters that present something different, something I've never seen before or a twist on something I have. After a while, even someone as patient as I try to be gets a little sick of seeing generically beautiful women and stereotypically masculine guys. And gender tropes aren't the only ones that get tired fast; the big-as-an-ox-dumb-as-a-box-of-rocks warrior and the smart-mouthed rogue come to mind as well. There's nothing wrong with any of these things categorically, it's just that they tend to fall into the realm of the generic and stale very quickly, especially when you've seen seventy of them. Show me something interesting. It doesn't have to be weird or creepy (the psychopathic serial killer can get old, too), but when you mix things in unexpected ways, when I feel like your character, however fantastic, could be an actual person, that's when things are interesting to me.
2. A plot that fits snugly without strangling you. This is a surprisingly difficult balance to strike, and I struggle with it too. It's important for a plot to have some kind of direction. Sandboxes are hard to translate into text-based RP. Not to say that you have to herd your players along one specified path. Give people choices, let those decisions tangibly affect the story, but nudge them towards those crossroads, unfold their implications with deliberateness and purpose, let the characters interacting with the world mean something.
3. A dedicated, prepared GM. Absolutely indispensable. Sometimes, people disappear. They drop out, or don't post for a while, and you might even be waiting for them to do something important before you move the story along. Don't wait until everyone else is bored and has completely forgotten how much they enjoy the story. A GM with discretion and the ability to balance patience with their control of the story can be more important to the RP experience than just about anything.
4. Players who don't take themselves too seriously. Look, this is a hobby. I'm not a published fiction author, and highly doubt I ever will be. There is nothing hanging on this experience for me but the joy of it, and I think sometimes people forget that RP is supposed to be fun. I could care less about the petty details, and I certainly dislike it when people use their characters as blatant mouthpieces or the vehicles for power-trips: what does it mean that your fictional creation could beat my fictional creation in a fight? Not much, when it comes down to it, so why argue so vehemently over it? If everyone just stepped back from these sorts of arguments (and by no means am I placing any exclusive blame on fight scenarios) and chilled out, we might all end up having a great deal more fun. Be fair, take your hits where you have to, showcase a character's weaknesses where appropriate and remember that in the end, it's a game.
5. Respect and willingness to collaborate. This goes pretty much hand-in-hand with 4. Bluntly, it's more fun to create a story with chill, creative people who are willing to think outside the box than it is with close-minded folk who only want the story to go as they have it in their head, with their character at the center of it all. Sometimes, other people's ideas are great, and if the other people in a RP can acknowledge that and work together to make an awesome story, I am so there.
6. In the end, it all comes down to fun. If writing is ever to be a labor, it should be a labor of love. Yeah, that sounds cheesy as all get-out, but it's true. All of the above rules are really just about whether or not I will enjoy a plot and a RP environment. Sure, high-level writing is a major plus, but it's not the only thing that matters. Anyone can learn to write with more skill. Not everyone can learn cooperative spirit, sportsmanship, creativity and good sense.
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