Howdy-hey, guys & gals! Your friendly neighborhood Sato here with a little workshop of sorts.
A post-mortem (which literally means "done or collected after death") is written at the completion of projects, like, a film, a video game, a presentation, that sort of thing. It offers a chance for self-reflection on what went right, and what went wrong so that future endeavors can benefit from the experience.
The purpose of this thread is for all of us to look critically at our work as GMs in the past through a similar lens for the sake of constructing new stories with greater perspective.
We all have roleplays that had a bright, promising start and fell to nothing - either that, or never saw the light of day. Seeing "INACTIVE ROLEPLAYS" tagged on our profiles is often a sobering reminder of this.
So. What things do you know currently as a GM that you wish you had known when you first started? What improvements could you have made? What things went right? What things went wrong?
Use specific examples from your roleplays, if you care to. I'll start with my first venture into tab RPs.
Then:
"Hey, Wizard!" is a rollicking comedy-drama about Wizards taking over the world (in the over exaggerated style of most zombie apocalypse media), set against the droll background of suburban America.It started off intending to be for a wide, wide audience of role-players, and not just for my circle of friends. I grew so married to the fun, off-the-wall concept and its workability as a screenplay in the future, however, that I locked down and stopped accepting characters that weren't my friend, Script. If I ever go back and remake the thread (the setup is hilarious) I would scrape off what I can into a private document.
The concept and the posting thus far is some of my best character work. I think that's why I grew so attached to the content. Letting someone else into this tight, terse, well-developed little world that I had created seemed not only offensive, but a huge hassle.
I would also
outline. The premise is strong and goofy enough, and there are intersecting character arcs that were a joy to brainstorm - but what Script and I should have done from the start was outline, outline, outline where the story was going to go. Not down to the letter, mind, but to the point where I know where things are heading, and what to do to get there.
I was writing little one-shots of things happening way, way, way off in the distance in the story, just so enamored with the world and the characters. I was, to use the old expression, blind to the forest and too caught up with the trees.
It'd be like if I were trying to draw a person on the wall, but got so tied up in the details on the hand, making the hand perfect, being excited about the hand, that I didn't pay attention and realize that I didn't have room for anything else. Poor situation.
Now:
Outcross: The Letter M is a pseudo spy thriller, pseudo autobiography, pseudo experiment in roleplaying through self with the entire world as a stage; the world is connected by "Specialists" in a program called Outcross, experts in their particular field ready to step in when authorities cannot. My experiences with how stunted "Hey, Wizard" became led me to do extensive plot work with Outcross, which has four members currently. I consider Outcross to be my "flagship" roleplay - the thing I am most proud of despite its brief post count. This pride comes from knowing not only what's been written out in post format, but what's coming next. At this point in my writing journey, I had become more sophisticated with story structure, thanks to my Screenwriting classes for school. This allowed Outcross to be more fun.
Outcross suffers from my inability to maintain a consistent post tempo, however. "Hey, Wizard" did as well. That's one thing I can take from each roleplay that I try to do - it's always, always me that falls off the face of the Earth and forgets to post.
However! "Hey, Wizard" did teach me to not keep my plot cards so close to my chest. Including other players in the grand scheme of where the roleplay is going to go, without letting them know everything that's going to happen on the way there can be a huge joy as you reveal whatever plans and tricks you have up your sleeve. And just because we have outlined scenes that happen doesn't mean we can't have fun with the dialogue.
Similar to "Hey, Wizard", the characterization and world allows for some one-shots to be produced. This time, I created a separate OOC thread for those sort of fun, random posts that exist outside of the canon (read: the established and developing plot) where everyone could post at their leisure.
So there's my little rant, simply, I suppose. I look forward to see what you guys come up with!
-VV