What makes player involvement meaningful is choice, and there have to be different consequences for different choices. Suppose one player takes the role of gunnery officer and he's manning a turret. What would make his choices meaningful? Choice of targets? Maybe if the captain lets the player...
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I've been trying to imagine how to create a roleplay in which each player is a crew member on a starship who fulfills a unique and vital role. Those who have heard of the game Artemis Starship Simulator will know what I'm talking about. My tentative idea works like this: the GM works as...
The only reason I'd join a RWBY RP would be to play one of the canonical characters. The world of RWBY is otherwise uninteresting if one doesn't take any creative liberties with it. There's just too little of it ever shown to us. Its mechanics aren't particularly interesting either; you've got...
From what I can gather of my experiences, I suspect the best way to make that work is to have the story's outline already planned out from start to finish, then adapt it to allow player characters; this way, no one gets left behind. On the downside, only a limited number of players can be...
What about freeform? I was wondering if it would be effective to request, say, "lead," "love interest," "antagonist," "strong supporting," and such like.
The trouble with freeform combat is that it's competitive. Aside from that facet, it's just like any other RP element - it takes your skill as a writer to properly implement. The more skilled you are, the more you appreciate actions and consequences. When your opponent attacks you, a skilled...
On the contrary! Freeform combat is the best kind. I hate dice combat. The key to making it work is for each combatant to respect the storyline and each other's virtual space. To put this another way, players need to *attempt* actions against their opponents, never *do* things autonomously, and...