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.