SkyGinge
Sad Shroom
I like writing.
So do you, probably. But therein lies my problem - when I come to creating an RP, my inspiration normally takes the form of your bog standard novel/film/whatever. Great - it might be a great world, even perhaps a great story! But I forget - I forget that there's this game bit to it too. I forget that the person who both creates and sustains this collaborative story fun has an almighty responsibility complete with its own nuances and roles that need to be carefully handled in order to make a good RP. RPing is very much its own format apart from the standard narrative, and the GM is a big part of what makes it different.
I reckon there's a lot of RPs out there that are great in theory but are haphazardly managed and then, tragically, die young. So let's talk about it, share advice and experiences! What makes a good GM? What should a GM do to ensure a roleplay runs well and their fellow writers remain satisfied? What's worked well and not so well in your past experiences of both running and participating in RPs? I'm asking for discussion based solely around non-dice RP, not because I have some kind of bizarre anti-dice prejudice but simply because I'm aware in many ways the GMing of dice-based RPs tends to take on a different form - though of course feel free to use lessons learnt in this area to contribute to discussion! Thanks guys!
So do you, probably. But therein lies my problem - when I come to creating an RP, my inspiration normally takes the form of your bog standard novel/film/whatever. Great - it might be a great world, even perhaps a great story! But I forget - I forget that there's this game bit to it too. I forget that the person who both creates and sustains this collaborative story fun has an almighty responsibility complete with its own nuances and roles that need to be carefully handled in order to make a good RP. RPing is very much its own format apart from the standard narrative, and the GM is a big part of what makes it different.
I reckon there's a lot of RPs out there that are great in theory but are haphazardly managed and then, tragically, die young. So let's talk about it, share advice and experiences! What makes a good GM? What should a GM do to ensure a roleplay runs well and their fellow writers remain satisfied? What's worked well and not so well in your past experiences of both running and participating in RPs? I'm asking for discussion based solely around non-dice RP, not because I have some kind of bizarre anti-dice prejudice but simply because I'm aware in many ways the GMing of dice-based RPs tends to take on a different form - though of course feel free to use lessons learnt in this area to contribute to discussion! Thanks guys!