MDL
RIP Doctor Calgori (2012-2017)
For a RP with a custom setting, how much lore do you prefer there to be (assuming it's well written) and how do you prefer it's presented?
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Do you mean that this is something good or bad to do?Do you want to reveal the appearance of the villain right of the bat, just to fool me and my comrades by a revelation that proves we were wrong all along?
Why do you think fantasy needs it more than other settings? Is sci-fi more easily to just know without common reference? How do you meanAs an example, let's take the fantasy trope which I think is the setting who mostly needs it more than the others.
So, was it because there was confusion among the players? Or they left the game out of no interest. Or was it the ST who couldn't keep the story together. Would love to hear some examples of this if you can remember.I've seen many fantasy roleplay fell off, probably because there wasn't enough information or the lore was simply not worked on enough, which made people lost interest quickly.
Do you mean that this is something good or bad to do?
Why do you think fantasy needs it more than other settings? Is sci-fi more easily to just know without common reference? How do you mean
So, was it because there was confusion among the players? Or they left the game out of no interest. Or was it the ST who couldn't keep the story together. Would love to hear some examples of this if you can remember.
I'm not sure exactly what you mean. Wouldn't more established information mean less unexplored angles?Plus, as someone who really likes playing around with interesting magic systems and always trying to make my own thing, getting more information means there may be more unexplored angles to really find my niche.
That's a great point.Even for Gms that don't like the idea of guiding their players as much, having a setting more well-established means there is less of a chance that your players will run off to some place where you have nothing to show, or that their decisions will feel like they didn't really have an impact.
That's true, didn't consider that.I'm personally not a fan of "show it through the RP" because that excludes the information from helping to inform the design of the character, which squanders a lot of the point.
When you put your very complex and well-developed lore out there, for us that shows you've at least really put thought into what you were making, and effort
I get both of these points. But how do I consolidate both of them together? Shouldn't a lot of lore in the interest check then show you that a lot of effort has gone into the RP? And I don't why a lot of lore would show that the ST is not interested in trying to create a good RP?But the worst is when the lore is info dumped in the interest check. When that happens, that's a red flag for a roleplay in my eyes, as it is usually an indicator of someone whose priorities are majorly focused on their setting or lore, and thus not actually in line with trying to create a good RP.
Could this be solved with an ST that is active in communication and open to summarize lore through PM? Ready for quick questions without referring to reading some long document?If there's a ton of lore upfront, I think it can be hard to take in, and it also just personally makes it a bit daunting to me - I don't wanna accidentally conflict with something in the lore that I've forgotten, for example.
I like it to be THERE, but not a book to read before I can play. The whole “show, don’t tell” thing. But when I have questions it MAKES THE GAME to know there are ready answers...
So Beckoncall and N Nue , how about if the interest check presents a short summary of the lore and the plot and then links to a resource where all of the other lore (let's say its a lot), but the ST states that this is not required reading and exists for the world to be consistent. How would you react to that?So I think a medium amount is good. Not overwhelming, but not barely there. Gives you a lot of room to do interesting things with your characters, without worrying it goes against the lore and such.
I do get your point. But sci fi doesn't necessarily need to be an infinite universe. It can be future earth, without the presence of space. Or it could be a region of space that has specific characteristics. I think what you're getting at is that there is typically more variation in fantasy and in sci fi, everyone has a few common references for what sci fi traditionally is. Or cyberpunk, for example.fantasy's lore is like a book with many histories, and sci-fi is an exploration that will never cess because the universe is infinite. Nonetheless, there are exceptions and some RP stands out thanks to the freedom we all have by making settings that are different from usual.
This is an valuable experience to share I think. So was the writing and planning of the lore the main fault? Or was it just too ambitious, the GM taking on more than he/she could chew?I had a case where I've worked on a character, asked for several questions and received ambiguous answers and the GM kept adding new characters that were not linked at all. It felt like they were copied and paste from somewhere. Despite my best to follow the GM pov, I quickly gave up since we were going nowhere as he kept adding lore before the roleplay even started and it made less sense each time.
I had the exact same experience many times, I can relate to that very much. The reason why I'm doing such immense preparation for my upcoming RP, working every day on world-building (20 pages so far), is precisely because of these experiences. So now I want to know how to deliver it, what people prefer. Thanks for the insight!I matured and understood that lore was way more important and shouldn't be rushed on with just the main plot in mind. Every time I fail, I glanced back at my project to see where things went wrong, but I won't step in it too much otherwise I will go off subject.
Quite on the contrary. An angle where information isn't established yet isn't an angle to explore, it's one that doesn't yet exist. Granted, when the information isn't there you just have to fill the gap, which means there is more freedom to it. But a game having rules doesn't mean there can't be an individual strategy you can play within those rules or exploiting a given rule, that is different from how others do it. What you focus on, and make use of, can be different, and the more rules there are, the bigger the chance that there is some rule others have yet to attempt to exploit.I'm not sure exactly what you mean. Wouldn't more established information mean less unexplored angles?
I get both of these points. But how do I consolidate both of them together? Shouldn't a lot of lore in the interest check then show you that a lot of effort has gone into the RP? And I don't why a lot of lore would show that the ST is not interested in trying to create a good RP?
Ah. Yeah I see what you mean.Quite on the contrary. An angle where information isn't established yet isn't an angle to explore, it's one that doesn't yet exist.
Alright. So when people are interpreting systems like this ("extending them" perhaps is fair to say?). How do you establish this kind of freedom without players exploiting systems and using them unfairly to the detriment of the game?For an example, let's say there is a magic system run on fossils, where different species affect the kind of magic resulting and the size of the fossil affects the scale. Players may have already figured out maybe some form of combining magic, or some cool magic they want their specific fossil to do , and so on.... But by looking at the rules I may say "hold on, maybe if I break the fossils up, this will let me cast more spells, though at a lower scale" or "if I find some shrinking magic, I can make their spells harmless". I might even find a way to use magic without fossils by finding how the magic defines a fossil, and then exploiting some loophole there.
So highlighting the main aspects of the RP before everything else.if you info dump in the interest check (just putting a little bit of lore is fine, as long as it is pertinent to the roleplay's appeal) it shows great attachment to your lore- to the point where you considered a wall of text potential players have yet to be sold on to be a central part of the appeal to a roleplay.
Ok. I can buy that.Were either of the three options not the case, the GM would be able to narrow down the lore presented to just the part that is appropriate for a pitch.
Please don't excuse your phrasing for me misinterpreting. I asked you to clarify and you did, I didn't misinterpret anything.I do have to correct one thing you misinterpreted from what I said
You can't avoid players exploiting the system. Someone will always find a way to exploit whatever system you created. However, what you can do is limit the damage such exploiting can do. You have three main options here:Alright. So when people are interpreting systems like this ("extending them" perhaps is fair to say?). How do you establish this kind of freedom without players exploiting systems and using them unfairly to the detriment of the game?
I suppose. Mainly those which express what is in it for the player or convey the aspects that are meant to be the interesting point for the players. Your interest check is your sales pitch for your RP.So highlighting the main aspects of the RP before everything else.
For the roleplaying experience that I most enjoy, the more lore the better. I don't just want to invest in the character(s) I create, I want to invest in the world they're in. And I can only do that if the setting has a certain level of depth.For a RP with a custom setting, how much lore do you prefer there to be (assuming it's well written) and how do you prefer it's presented?
I see, that seems to be recurring in this discussion. But there is the issue raised about info-dumping too much in the interest check. Can the lore be presented in between the interest check and game start, but not actually in the interest check? Your take on that?As far as how it's presented – there are several ways to do it smartly & successfully. My preference is to have most of the setting information available before the roleplay starts, so players can utilize it during character creation.
So if I'm going to do that. Do I communicate those conditions beforehand? Like as a rule in the RP? Or do I communicate that to the person once their character has become to powerful? Or do I just go for it. But I guess that could lead to them feeling targeted?1. Make the roleplay in such a manner as to have the unfair exploiting of the system work for your advantage (In other words, rather than trying to stop players from exploiting the system, making it so it has IC consequences, like someone who becomes too powerful being hunted down by the powers that be due to being a threat for example).
Seems difficult and a lot of effort just to fix a system. Better to just change it and tell everyone that now it works differently for whatever reason. Unless that's the kind of plot you actually want for your game.3.Create the system in such a way that "patches" are possible. If you happen to be unfamiliar with the term, "patches" are updates to games, usually meant to fix bugs and balance issues. Because they change the system, they can't always be logically fit, but when you can do it IC they are a useful tool for getting rid of unforseen exploits without breaking the player's suspension of disbelief or motivation.
The most common solution to that problem is separate threads: one for the interest check, and one for lore. The interest check will usually have the broad strokes of the setting, its primary conflict(s), player-character types & roles, GM expectations, and other similar info. Interest checks (ideally) communicate the roleplay's tone, premise, and themes, similar to a movie trailer.But there is the issue raised about info-dumping too much in the interest check. Can the lore be presented in between the interest check and game start, but not actually in the interest check? Your take on that?
And you would say that putting it in separate tabs with bbcode wouldn't have that same effect? I could imagine that to be true.In contrast, a lore thread is a space for those who judged your interest check interesting to dig into the depth of your setting. And obviously folks not impressed with your interest check are spared from having to read it, which makes it a clean solution imo.
Tabs do help separate information, but making it on a separate thread gives the possibility to use different posts, limiting what you need to pour into just one post, allowing for jumps and so on. Furthermore it helps not having to make as many tabs so that it doesn't look overly...I'm missing the word...stuffed? Piled on? And people are used to the idea of there being a thread for the lore.And you would say that putting it in separate tabs with bbcode wouldn't have that same effect? I could imagine that to be true.
As long as it isn't forced, but a natural result/consequence, this shouldn't need to be communicated. A player should expect that their actions and choices have consequences from their impact on the story and setting. If you feel like it may be unfair for the player, I suggest in this case trying to do some foreshadowing. Show their attempts at exploiting power to get people talking about needing to do something, have some people getting scared or just plain producing negative consequences from their abundant power (like if someone can create these impossibly powerful explosions, actually have NPCs, maybe even an important NPC, caught in the crossfire).So if I'm going to do that. Do I communicate those conditions beforehand? Like as a rule in the RP? Or do I communicate that to the person once their character has become to powerful? Or do I just go for it. But I guess that could lead to them feeling targeted?
Well the thing is that you can't randomly change a system normally, not outside of this "patch" strategy. I'm not sure where you're getting the complicated part out of it, because it is the simplest one, where you can actually reliably change things without it infringing on the IC continuity.Seems difficult and a lot of effort just to fix a system. Better to just change it and tell everyone that now it works differently for whatever reason. Unless that's the kind of plot you actually want for your game.
That would also get the job done. Roleplay organization largely boils down to personal preference. My preference is to have a separate thread strictly for lore, and to keep interest checks engaging and streamlined.And you would say that putting it in separate tabs with bbcode wouldn't have that same effect? I could imagine that to be true.
Do you have any examples of this actually working? Any game you played that you can recall?I just want to quickly point out here, that in this response I am assuming the context of you, as I was suggesting on that first strategy, using the unfair advantage to enhance the story through the creation of consequences and impact on the world.
That's exactly my point, seems like a lot of effort just to make sure people don't abuse a system. Doing something they shouldn't be doing in the first place. And adjusting a setting for power-abuse will of course effect the IC experience.The catch with patches is that you do need a plot and setting that uses them.
I do certainly see the impact-value of doing that. I'll be sure to keep it in mind.That would also get the job done. Roleplay organization largely boils down to personal preference. My preference is to have a separate thread strictly for lore, and to keep interest checks engaging and streamlined.
Hmmm... depends on the threshold for 'working'. I haven't been in many roleplays that went all the way to the end, in fact I've only been in 1 on this site, and it was 1x1.Do you have any examples of this actually working? Any game you played that you can recall?
I'm not suggesting you adjust the setting post the start of the RP though. The point of that strategy is precisely that the setting doesn't have to be changed for there to be fixing adjustments.And adjusting a setting for power-abuse will of course effect the IC experience.
I don't understand how writing a setting that works for "patches" is not adjusting your world-building to "patches"? Like the ghoul setting for example. There is an established paradigm there of an force that can go after abusers.I'm not suggesting you adjust the setting post the start of the RP though. The point of that strategy is precisely that the setting doesn't have to be changed for there to be fixing adjustments.
It's not adjusting, because you're not supposed to change the setting to accomodate the patches- you simply are either using a setting that can host patches in the first places or you aren't. The ghoul setting is not a setting where patches makes sense, so it's not a setting where the strategy can be used, plain and simple.I don't understand how writing a setting that works for "patches" is not adjusting your world-building to "patches"? Like the ghoul setting for example. There is an established paradigm there of an force that can go after abusers.