RP improvements.

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Re: RP improvements.

Postby DezNutz » Wed Jan 10, 2018 4:31 pm

SpacedefenderX wrote:I have been thinking on this idea, I don't think it will be accepted though
1.A host
The host is the person that starts the thread, and is responsible for controlling the npcs, the host controls what happens at the port, such as storms or kraken attacks, instead of random people
2.Player list
Just a simple thing, the host has to put the names of the characters the players control


Can you explain your point 2. Do you mean the host assigns characters to a player to play in the situation, or the host provides roles that need to be filled and a player can select and fill that role.
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Postby William one eye » Wed Jan 10, 2018 4:36 pm

DezNutz wrote:My biggest issue with RP is the lack of realism. I'm not referring to voodoo or sea monsters, those are part of the game so I can look past that. I'm more into the unsinkable fleets, massive armies of a pirate, nearly limitless ammunition, ability to move heavy armament easily, the ability for your crew to instantly know a circumstance in the story without communicating to them, the ability to walk around untouched in every port while being wanted without being in disguise, etc

2nd issue with RP is that it is all but limited to events of action. If we aren't shooting, fighting, or killing no other interactions are occuring, and if they do they are very short lived. There needs to be opportunities for players to RP, come into port, drink, conduct business and leave. They don't have to always be fighting or have to interact with everyone else. Two players can come and meet at the tavern, talk and have drinks, and then continue on in their path of RP.

3rd issue with RP is that they move too quickly and are short lived. We are playing more of a storyline instead of an RP. If you want to run a particular story out that's great, but state that out from the beginning as the starter of the RP in both the title and the initiating post. Forcing everyone into a specific storyline makes RP very difficult, as it isn't really RP. What I intend to accomplish with my RP character may be different than you or anyone else. While twisting things up can be fun and interesting, it isn't always for everyone.


+1

my comments to this.

1 - Things should fit the flow of the story and make sense. For example, if you are disarmed you will have to find a new weapon. If your pistol is a single shot blunderbuss, you need to reload to fire again, or you should draw your sword after the first shot.

2 - opportunities for Role play should fit the story. 4 players locked in the back of a prison transport does not allow much room for joining,
however, if you do, make it make sense. You see your enemy in the transport as it passes, and you chase them down the road yelling insults.

or in another example
There are many patrons at a tavern, so there could be players whos conversations and actions do not coordinate at all with others in the roleplay.

3 - perhaps the create of each role play should specify if they want the roleplay to be story driven or open format.
Last edited by William one eye on Wed Jan 10, 2018 5:00 pm, edited 3 times in total.
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Re: RP improvements.

Postby D00T » Wed Jan 10, 2018 4:43 pm

DezNutz wrote:
SpacedefenderX wrote:I have been thinking on this idea, I don't think it will be accepted though
1.A host
The host is the person that starts the thread, and is responsible for controlling the npcs, the host controls what happens at the port, such as storms or kraken attacks, instead of random people
2.Player list
Just a simple thing, the host has to put the names of the characters the players control


Can you explain your point 2. Do you mean the host assigns characters to a player to play in the situation, or the host provides roles that need to be filled and a player can select and fill that role.

What I mean is like a character list
Like
Blank as Blank, the blank
And for multiple people
Blank and Blank, the blank and Blank, the blank
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Re: RP improvements.

Postby William one eye » Wed Jan 10, 2018 4:56 pm

SpacedefenderX wrote:I have been thinking on this idea, I don't think it will be accepted though
1.A host
The host is the person that starts the thread, and is responsible for controlling the npcs, the host controls what happens at the port, such as storms or kraken attacks, instead of random people
2.Player list
Just a simple thing, the host has to put the names of the characters the players control



1 -1 to much control by the creator defeats the purpose of independent role play.

2 I don't think the creator should be able to limit the number roles or assign them

however
they should be able to list constructs that must be conformed to.

for example

4 players fit in the prison transport - there is 1 driver, all other players must be outside the transport.

types of players that are acceptable, driver, escort soldiers, prisoners, players interfering with the prison transports progress.

players must be story appropriate. you can't chase the horse drawn transport using a motor cycle and machine pistol.
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Re: RP improvements.

Postby Meliva » Wed Jan 10, 2018 8:19 pm

Some very good suggestions, I am thankful for those of you who are trying to help improve the RP's.

I like Will's suggestion of setting the area of the RP-this is something I try to do myself by stating where it starts. Though I never state any boundaries I may do so in the future.

I also agree with Dez that the RP's move a bit too fast, so I may start making a RP designed to move at a slower pace-perhaps 1 post per day per player. But there will still be a RP that has no limits so we can have a fast paced RP for the more active and a slower one for those with less time on their hands. I also agree that we need to add a bit more realism to the RP's, but not too much.

As for Space's suggestion of a host, i have mixed opinions that the host would hold so much power over the story. On the one hand it would help to keep things stick to a more specific story, and the host could either approve or disapprove of certain actions they deemed unrealistic or against the rules. But it would also somewhat limit what the players can do and they wouldn't so much be RP'ing as being characters in the host's story.

An example would be my latest RP party in pania. It was intended by me to be a very lighthearted fun story with little to no conflict and no real drama. And it was space himself who ended up making it the opposite. Now while i was a bit disappointed it was going such a different direction, i also really enjoy the direction it went.

I do like Space's suggestion for a character list of sorts. It could list several Npc's and perhaps even a few special locations that the players can visit and interact with, and it could also serve as a way of listing potential places and roles a new character can come in from.

As for Grim's idea of color coding only important details, that isn't something i agree with, unless a player intends to add a LOT of pointless details describing something. So i think a limit of 2 sentences would be fair. If you spend more then 3 describing something or someone, color code it yellow to let people know its just details that can be skipped if wanted.
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Re: RP improvements.

Postby DezNutz » Wed Jan 10, 2018 10:04 pm

I wouldn't go as far as limiting to one post per day. That would make an RP drag. You can slow the RP down by preventing time elapse points over a certain time. Such as I can't say that several hours passed using italics when in RL only about 3 mins has passed. Or say an action that takes hours in RL is completed instantly. However, shorter time periods could be overlooked like 10-15 mins of time passed in action related texts.
Last edited by DezNutz on Wed Jan 10, 2018 10:10 pm, edited 1 time in total.
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Re: RP improvements.

Postby Meliva » Wed Jan 10, 2018 10:09 pm

The time limit is up for change honestly. Your suggestion of preventing time elapse is a good one also. Perhaps instead of a time limit there could be a post limit, where one player can make one post, and then must wait for 2 other players to post their response before making a new post. This would help prevent 2 players from accelerating the plot.
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Re: RP improvements.

Postby DezNutz » Wed Jan 10, 2018 10:21 pm

What happens if there are only two players? You couldn't make a rule with an exception, as the exception will become the rule. Defeats the purpose.

Depending on the type of RP, you could set time rules. For a specific story or situation, there could be time limitations set that would allow the RP to play out but only within a specific time range. So the story could cover a time frame of a week in the storyline, but can be completed in a 2 days in RL. Or cover a time period of a day, and still take 2-3 days in RL. Allowing it to be paced by those playing.

Alternatively, an open RP could have relative time. Server time would be RP time, so as days pass in the game they do in the RP. No time elapsing.

This would of course have to be defined in the OP.
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Re: RP improvements.

Postby Bomont » Wed Jan 10, 2018 11:21 pm

DezNutz wrote:My biggest issue with RP is the lack of realism. I'm not referring to voodoo or sea monsters, those are part of the game so I can look past that. I'm more into the unsinkable fleets, massive armies of a pirate, nearly limitless ammunition, ability to move heavy armament easily, the ability for your crew to instantly know a circumstance in the story without communicating to them, the ability to walk around untouched in every port while being wanted without being in disguise, etc.

2nd issue with RP is that it is all but limited to events of action. If we aren't shooting, fighting, or killing no other interactions are occuring, and if they do they are very short lived. There needs to be opportunities for players to RP, come into port, drink, conduct business and leave. They don't have to always be fighting or have to interact with everyone else. Two players can come and meet at the tavern, talk and have drinks, and then continue on in their path of RP.

3rd issue with RP is that they move too quickly and are short lived. We are playing more of a storyline instead of an RP. If you want to run a particular story out that's great, but state that out from the beginning as the starter of the RP in both the title and the initiating post. Forcing everyone into a specific storyline makes RP very difficult, as it isn't really RP. What I intend to accomplish with my RP character may be different than you or anyone else. While twisting things up can be fun and interesting, it isn't always for everyone.


+1 Totally agree that your first point is the biggest issue.

There have been some good attempts to add some intrigue, suspense, etc. to several of the RP's but it seems that they haven't gotten a chance to develop. I think the pacing is a part of this - the story runs past the plot twist before it registers. Part of it is also that at some point, superman steps in and kills all the bad guys, puts everyone in their place and the story is over. I've read all of the recent RP's, but they are no longer really that interesting because I know how they'll end ;)
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