rpanonmod ([personal profile] rpanonmod) wrote in [community profile] rpanons2013-12-23 09:37 am

Happy Holidays

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(Anonymous) 2013-12-30 01:39 pm (UTC)(link)
stop spreading lies about yourself stormy
uluithiad: made by called_it_fate (samwise the optimistic)

you say that like its hard

[personal profile] uluithiad 2013-12-30 03:38 pm (UTC)(link)
a personal favourite of mine

between the colouring, the weird embossed bones in their skin, their faces... perfection tbh

(Anonymous) 2013-12-30 03:56 pm (UTC)(link)
Jedimullet

+1

(Anonymous) 2013-12-30 03:59 pm (UTC)(link)
that entire first paragraph is my problem with most of DWRP.

(Anonymous) 2013-12-30 04:46 pm (UTC)(link)
Oh, man. Civilization will drain your life. I feel for him. Ask your dad if he's seen this ad that came out before Civ V was released: http://www.youtube.com/watch?v=ccn9V8V10q4

Pretty sure he'll laugh.

not op

(Anonymous) 2013-12-30 05:27 pm (UTC)(link)
OH NO... that sucks.

you should eat almonds! lots of almonds. i had a friend who had a chronic problem with them, and apparently snacking on almonds and drinking almond milk did well to calm down the outbreaks a LOT. then you can fap away forever.

(Anonymous) 2013-12-30 06:01 pm (UTC)(link)
As someone who's run tabletop-influenced games on DWRP before, I think you're on the right track. Based on my experiences:

- Like others stated, DWRPers tend to prefer more informal freeform play over numbers-based play, so you don't need to micromanage characters with stats and having hard numbers for their gold and so on; having a description of what their rough income level is and how they make their money is good enough. Just be prepared to step in to prevent godmoding and ensure players aren't giving their characters new abilities out of nowhere or their broke street urchin character sparkly magical equipment that they couldn't reasonably acquire.

- Having frameworks in place that encourage characters to run into each other is a good thing, but you don't have to narrow down what options players have for their characters and require every character to join a particular guild or faction or whatnot. Since you're doing an AU/OC deal you can encourage players to build in CR with other characters into their backgrounds.

- Despite what some might say you can definitely leave lots of room for players to do their own thing; what's important though is that you allow for players to actually have an impact on the world with their plots if you want to go that route. If players feel they can't significantly affect the status quo it seriously dampens them from trying to run plots that aren't pure slice-of-life. For example, if you have a group of thief characters who want to take a real shot at taking over the city's underworld, let them actually try it, and if they do the longterm legwork to make it happen, let them actually do it.

- Following onto that, actively welcome players to contribute with the worldbuilding so they feel more invested. Let them add their own NPCs, factions, locations, plot ideas, etc.

- Providing plot hooks and an overarching plot direction that players can build off of is very effective as long as you give players the chance to change the plot direction if they work for it. In the game I was running we had several subplots running longterm that would get periodic updates and opportunities for players to get directly involved and significantly shape the outcome. We also had some subplots that originally started as minor player plots but the repercussions ended up expanding beyond their CR circle to affect the rest of the game.

- Stand firm on having longterm IC repercussions, both positive and negative. Don't let things devolve back into the status quo and let characters get comfortable after a major plot happens. You WILL face resistance to and attempts to infomod around negative IC consequences to plots but don't cave and let characters avoid them. If players want their characters to impact the world they have to take the bad with the good.

- A slower or flexible time schedule for the game is much better for keeping things focused on deeper plotting. If you run at 1:1 ingame day:real day then the game easily devolves into shallow slice-of-life.

- Because you're deviating from the DWRP norm, you probably aren't going to get a LARGE playerbase, but you can get a modest one that's large enough to sustain the game.

dda

(Anonymous) 2013-12-30 06:16 pm (UTC)(link)
I like this a lot, but the inevitability of character drops needs to be taken into account. I think periodically rotating teams (even random mod pairups for particular missions) would work better than permanently assigned teams to mix things up.

Besides it's much more fun if you can have chances for things like characters who are usually at each other's throats getting paired up by their superiors and having hot rivalsex to save the world.

THE ONLY WAY TO UNDERSTAND ONE ANOTHER IS BY COMMUNICATING WITH YOUR FISTS DICKS/VAGS!

Re: LINES IN FICTION THAT MAKE YOU CRY

(Anonymous) 2013-12-30 06:55 pm (UTC)(link)
I try.

(Anonymous) 2013-12-30 08:36 pm (UTC)(link)
I SAID THREE, ANON.









Nah, just joshin' ya. I'm feeling generous, so they should be good too!

Re: LINES IN FICTION THAT MAKE YOU CRY

(Anonymous) 2013-12-30 09:26 pm (UTC)(link)
"That story was just a trick to get you to do something for me."

WHY, ROY?

(Anonymous) 2013-12-31 12:01 am (UTC)(link)
and waste the time and energy on a kidney that is just as likely to fail?

Re: ETERNAL DARKNESS

(Anonymous) 2014-01-03 02:31 pm (UTC)(link)
Outing myself, but Edward checking in here.