RpNation

Birdsie
Birdsie
They say the best roleplays are simple. I am all ears, Mr. Idea...
Idea
Idea
I disagree fervelously with that, I believe a complex idea has far more potential. They simply aren´t as successful because they are a little harder to execute. But in the end of the day, that pays off.
Birdsie
Birdsie
Oh? Would you rather roleplay a story where you must, along with a guild of all kinds of people find 10 magical crystals defended by 10 monsters that represent gods of evil in different parts of the planet, or would you rather roleplay a straightforward story where one hero and his best friends must save a princess from an evil overlord and his minions? I prefer simple stories.
Idea
Idea
In my eyes, both of those are simple. The conflict is black/white, the objective is simple, there is no discernable system or specific limitations or intricate world, and I could go on but I think you probably get the point. That just has more arcs.
Idea
Idea
Which, yes, I would still find better than a 1 arc roleplay since the latter is either stalled before or after the completion of the arc. Simple roleplays are either so simple they don´t need to go anywhere or they are marked for death from the getgo.
Birdsie
Birdsie
I don't understand. Why limit yourself with complexity, and such. A simple roleplay is inherently better, because unlike a complex roleplay where everything is set, explained and drawn - a simple roleplay can grow exponentially with the help of all players. If a player that had an important role left a complex roleplay, the structure would fall apart.
Idea
Idea
That´s innacurate. A complex roleplay doesn´t mean anyone´s position is fixed. In fact, a complex roleplay allows just as much exploration and growth (and I would argue, even more than) as a simple one, because from limitations steems creativity.
Idea
Idea
Sure you can´t do everything but because of that, you will be forced to find alternative ways and explore things you normally wouldn´t. Furthermore, unlike a simple roleplay, a complex one allows embing culture and general good worldbuilding that is more often than not quite lacking in simple roleplays.
Idea
Idea
Then, character-wise a complex roleplay allows players to explore better, deeper conflicts on which their characters can see their way of life and way of seeing things tested, allowing for proper sense of growth and organic development.
Idea
Idea
Lastly, the rules of a complex roleplay are usually able to push away many problems that simpler roleplays have and that can usually break entire plots because they are not being dealt with, such as really poorly-designed characters.
Idea
Idea
Of course, in either case, things can South. A complex roleplay is more difficult to pull off because not only do you have to design it, you have to make it somewhat flexible and make it functional. But that isn´t a matter of whether the roleplay is simple or complex, it´s a matter of the GM´s own capacity.
Birdsie
Birdsie
Since when do limitations make one more creative? If anything, they indeed limit one's creativity by not letting a person do what they wish with their characters and concepts. When your characters are limited to one noble house in, for an example; Fantasy roleplay. You won't see half-giants, or half-orcs, or the edgier things; like half-demons and such.
Birdsie
Birdsie
And I have to argue about simple roleplay lacking worldbuilding. I had a roleplay called "Guild of Heroes," which could easily be considered simple. It grew exponentially. We built a whole world full of lore, characters, places and creatures.
Idea
Idea
I already explained, so maybe I will try an example of my own. Say that I have a "gifted" roleplay, so everyone has a power. However the rule states that powers can only enhance natural human biological functions. So, even if X wants a fire manipulation power, they can´t have it.
Idea
Idea
From here, X has two options: Either he quits his usual fire power altogether and comes up with something new, thus the rule just provided a new experience and forced him to think of something new he´d like to try, or he can try to come up with a creative way to have fire powers, say by saying that his body natural production of temperature is higher than most and hence his set himself ablaze at will.
Idea
Idea
Not only will both powers be more unnusual for the player and give them a new experience, they force them to commit more to the roleplay and make the player be creative, rather than go for the run-of-the-mill ability that is as far from creative as you get.
Birdsie
Birdsie
Exactly, which leaves them with a lack of creative freedom. Say that someone had the creative idea of a character that is capable of... For an example; Teleporting into abstract concepts. Like books, minds, or other such things. He would be limited from doing so.
Idea
Idea
The thing about your example is that the creativity is not being limited in it, the options a person has are. And if you want different options that badly, by all means, go for it and simply don´t participate in the complex roleplay. Complex stuff requires more commitment from the player anyway, that´s part of the point.
Birdsie
Birdsie
I wouldn't say that setting yourself ablaze is all that creative, besides, that's physically impossible; unless all of his cells and genetical structure were reconstructed to be superhuman in dealing with damage. What I'm saying is that fire isn't a physical... thing. Fire is a chemical reaction, when oxygen atoms are moving so fast due to temperature they set ablaze.
Idea
Idea
I think we should establish a rule to tell apart when one of us is still typing. These word typing limits are pretty dumb....
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