Thysnia
Peanut Butter Bandit
Before I begin, I would like to explain that I am by no means an English professor nor an accomplished novelist. This post is strictly for discussion and aid purposes, and it begins with my observations as a roleplay enthusiast and lifelong writer. In turn, I would appreciate that everyone who joins in this thread be professional and respectful in your replies, and not be offended if you do something I have mentioned below. I am not calling out any particular people, so don't worry!
___________________________________________________________________
Great roleplays are thoese that keep its members wanting to not only write a reply, but are eager to read every post from start to finish. You contribute to this cycle just as much as they do, which is the double-edged sword of this hobby. Awesome storylines help roleplays in a way, but if the quality is lost in the execution, such stories will not hold together for long.
The trend I have seen from youth writers is that their well-planned plots tend to begin very slow. More often than not, the first several posts consist of nothing more than a dissection of a character's thoughts and personality and have next to nothing actually happening. While some detail to help other writers understand the type of characters they are dealing with, you're not really getting any closer to the meat by having Henry sit at the edge of his bead moping over how drab the school day was... for the entire four-paragraphs.
Also, it's kind of a waste of your valuable time! This isn't the time to be timid, have your character leave his room and discover something, learn something, or meet someone. Fleshing actions out with thoughts is a valuable tool, but it shouldn't overwhelm your post. I usually find posts with endless emotion boring, and so much more could be done during that time.
As the cliche goes, actions speak louder than words. One can learn so much more about a character through his activities than if the player just rambles about the personality that is likely not developed yet.
At this point, your thought might be: "Gee, I don't know what to do. Nothing is happening yet. I'm not creative." Well, work on that! First, if you own the roleplay, give your members something to feed off of, even if they ultimately don't choose the same path. Give them their, hot, succulent steak and not the entire freaking cow they must somehow pick apart. This will provide the platform to built further plottage upon later.
Think about your plot. What could you possibly do to get your plan engaged? I will solicit my own roleplay as an example, because I have an ego. In Exoprism, student president Inca Sagarma uses her skills to defend the vital wall that separates her school from furious civilians outside. In the process, she takes a blow from a blacksmith's hammer, busting her shoulder up severely. The story begins with a battle scene to set the mood for the roleplay in the very first post, without having to over-explain the setting that should have been laid out in the introduction! Even as Inca is badly injured, she continues to sword fight advancing outsiders. This drives home the idea that she is bold and dedicated in nature without directly telling you so. You see?
A good roleplay host should create a scenario for you to negotiate with your character right from the get go, as they are ultimately in charge of all major events for their thread. If this hasn't occurred for any number of reasons, politely ask your host to create your own situation (within reason!) to make things more interesting.
Now, obviously there are going to be down times. This is inevitable, and perfectly fine! However, make good use of said downtimes, as they are just as much a part of the story as the planned details are.
One might ask this question: "My plot is rather vague; I don't have many plans". I see this very frequently as well. In fact, I recently saw a comment by another member on this very subject, so I will expatiate.
Too many roleplays begin when they aren't entirely developed, and this isn't consciously the creator's fault, it's just culture. Writers love to write out fantastic settings for their pieces but often fail to plan out an actual point to their roleplay. Sometimes, this is okay, such as a roleplay based on family and community where there may be no actual plot. More frequently, however, characters are tossed in to a grand picture with no sky, and yet again, we're back to the "what happens now?" disconnect from writers and their presence. The entire point of roleplaying is to be a part of a great adventure even as it does sound awfully corny. When it's difficult to find the road, you don't get very far, now do you?
As a third and final point, allow space for uncertainty. This one isn't as widely neglected as the previous two points, but it is equally as important. Even as I encourage the presence of a well documented plot, don't plan out every event in your story from the very beginning. This is taking my advice to the extreme, where situations also become boring because they're expected. Instead, provide a general idea as to what the characters are facing, and let them face it, plus that ice monster you didn't think would be there, and the mage that you originally thought was your ally and you later decided was your greatest nemesis. Make changes, be flexible, and allow the rhythm of the story to lead you to new ideas. This will allow for an element of "surprise", and get everyone excited for what no one saw coming. Allow everyone this liberty to gently guide the story, and even the game master will be in for a whirl!
In sum, there are three important parts, in their most effective order, to creating a roleplay people will be excited to come back to.
1. Plan a story, not just a world. Distant lands don't create action, people do.
2. Get your characters involved, even if Suzy is so shy!
3. Plan smaller events around your central idea as you go, and allow everyone to contribute to their composure.
I hope this little testimony will help fellow roleplayers with their storylines in the future.
If you have anything you would like to add or even combat, I encourage you to post it!
___________________________________________________________________
Great roleplays are thoese that keep its members wanting to not only write a reply, but are eager to read every post from start to finish. You contribute to this cycle just as much as they do, which is the double-edged sword of this hobby. Awesome storylines help roleplays in a way, but if the quality is lost in the execution, such stories will not hold together for long.
The trend I have seen from youth writers is that their well-planned plots tend to begin very slow. More often than not, the first several posts consist of nothing more than a dissection of a character's thoughts and personality and have next to nothing actually happening. While some detail to help other writers understand the type of characters they are dealing with, you're not really getting any closer to the meat by having Henry sit at the edge of his bead moping over how drab the school day was... for the entire four-paragraphs.
Also, it's kind of a waste of your valuable time! This isn't the time to be timid, have your character leave his room and discover something, learn something, or meet someone. Fleshing actions out with thoughts is a valuable tool, but it shouldn't overwhelm your post. I usually find posts with endless emotion boring, and so much more could be done during that time.
As the cliche goes, actions speak louder than words. One can learn so much more about a character through his activities than if the player just rambles about the personality that is likely not developed yet.
At this point, your thought might be: "Gee, I don't know what to do. Nothing is happening yet. I'm not creative." Well, work on that! First, if you own the roleplay, give your members something to feed off of, even if they ultimately don't choose the same path. Give them their, hot, succulent steak and not the entire freaking cow they must somehow pick apart. This will provide the platform to built further plottage upon later.
Think about your plot. What could you possibly do to get your plan engaged? I will solicit my own roleplay as an example, because I have an ego. In Exoprism, student president Inca Sagarma uses her skills to defend the vital wall that separates her school from furious civilians outside. In the process, she takes a blow from a blacksmith's hammer, busting her shoulder up severely. The story begins with a battle scene to set the mood for the roleplay in the very first post, without having to over-explain the setting that should have been laid out in the introduction! Even as Inca is badly injured, she continues to sword fight advancing outsiders. This drives home the idea that she is bold and dedicated in nature without directly telling you so. You see?
A good roleplay host should create a scenario for you to negotiate with your character right from the get go, as they are ultimately in charge of all major events for their thread. If this hasn't occurred for any number of reasons, politely ask your host to create your own situation (within reason!) to make things more interesting.
Now, obviously there are going to be down times. This is inevitable, and perfectly fine! However, make good use of said downtimes, as they are just as much a part of the story as the planned details are.
One might ask this question: "My plot is rather vague; I don't have many plans". I see this very frequently as well. In fact, I recently saw a comment by another member on this very subject, so I will expatiate.
Too many roleplays begin when they aren't entirely developed, and this isn't consciously the creator's fault, it's just culture. Writers love to write out fantastic settings for their pieces but often fail to plan out an actual point to their roleplay. Sometimes, this is okay, such as a roleplay based on family and community where there may be no actual plot. More frequently, however, characters are tossed in to a grand picture with no sky, and yet again, we're back to the "what happens now?" disconnect from writers and their presence. The entire point of roleplaying is to be a part of a great adventure even as it does sound awfully corny. When it's difficult to find the road, you don't get very far, now do you?
As a third and final point, allow space for uncertainty. This one isn't as widely neglected as the previous two points, but it is equally as important. Even as I encourage the presence of a well documented plot, don't plan out every event in your story from the very beginning. This is taking my advice to the extreme, where situations also become boring because they're expected. Instead, provide a general idea as to what the characters are facing, and let them face it, plus that ice monster you didn't think would be there, and the mage that you originally thought was your ally and you later decided was your greatest nemesis. Make changes, be flexible, and allow the rhythm of the story to lead you to new ideas. This will allow for an element of "surprise", and get everyone excited for what no one saw coming. Allow everyone this liberty to gently guide the story, and even the game master will be in for a whirl!
In sum, there are three important parts, in their most effective order, to creating a roleplay people will be excited to come back to.
1. Plan a story, not just a world. Distant lands don't create action, people do.
2. Get your characters involved, even if Suzy is so shy!
3. Plan smaller events around your central idea as you go, and allow everyone to contribute to their composure.
I hope this little testimony will help fellow roleplayers with their storylines in the future.
If you have anything you would like to add or even combat, I encourage you to post it!
Last edited by a moderator: