Hidden 10 yrs ago Post by Dipper
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Hey! I've had an idea for an RP for a while now (3 years!), and I've never been sure on how to do it, and honestly, I'm sick of waiting to try and do it... So I need some advice on shown to go about making it.

The plot... Well, call me a moron, but I was thinking of not having a strong central plot, but more of a group of dwarven settlers are sent out into the wilderness to make an outpost for their kingdom, and they have to try to survive the coming winter, bandit attacks, bloodthirsty goblins, thieving kobolds, rude elvish diplomats, bronze age human city-states trying to get acess to Iron (or even better - Steel) so they can gain an upper hand against their rivals, marauding monsters, the horrors who haunt the night, creatures of the underground, demons, and perhaps worst of all - Nobles from the Capital making unreasonable demands, all while surviving the twists and turns of life.

Anywho... Not sure what I'd call that type of RP, nor am I sure how I'd write the intcheck. I'd love to have some advice, please.
Hidden 10 yrs ago Post by Mirandae
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I'd do it like a TV series with episodes. Each or a few episodes could deal with one of the conflicts that you have listed. The episodes could be spread part by a day or even weeks in the story, so that you'd see some progress in the outpost. For example, if the settlers were attacked by the bloodthirsty goblins in the first episode, they'd probably build defensive walls and perhaps a tower afterwards — or whatever you decide on — and then in episode two (a week later) the defenses would be finished.

You should go with a basic plot for each episode. For example, the settlers wake up one morning and tend to their daily things, someone sees a goblin scout and warns the settlement, the goblins attack and there is a fight, the settlers win and either strengthen existing defense or build new ones, end of episode.

I don't know if this helps, it's just how I'd do it.
Hidden 10 yrs ago Post by Jig
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Factor in random elements? Assign six possible challenges to a die, and roll the die to see what you're faced with for one section, then do it again for the next.
Hidden 10 yrs ago Post by Kaga
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I'd like to argue strongly against the episode idea. Roleplays with an episodic plot tend not to work out as well, at least not when the episode "beginnings" and "endings" are clearly defined, because people seem to have a hard time getting past the first couple "episodes". Also, RP's with this setup tend to rely strongly on a cast of characters that sticks around permanently. And that's hard to maintain.

Really, though, I don't see why this RP needs a special sort of set-up at all. Just run it like a normal RP, throwing challenges at your little band of adventurers whenever it feels natural.
Hidden 10 yrs ago Post by Jorick
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It doesn't need to be done any special way, really. The episode thing could work, but Kaga pointed out some pitfalls of that model. You could just stage it so players are dropped into the game after the initial outpost is built (say very rudimentary defenses and houses that can be improved upon later), then start throwing events at them; bandits, monsters, famine, lack of essential supplies, whatever you want to do. No need to split it into specific episodes, just have it run as one continuous thing where stuff happens and the outpost grows or falls into ruin depending on how successful the players are at doing things. Call it an open-ended survival RP, outline the concept, and off you go with the interest check. No idea how much interest you'd get, but I wouldn't be surprised if there's a lot of people who like the idea of a more sedentary fantasy thing instead of the typical "go on an epic quest to retrieve the important artifact and defeat the big bad evil guy" thing.

Alternatively you could give it some particular but non-specific end goal if you wanted, like "grow the outpost into a safe colony city" or "grow the colony into a strong military fortress" or "grow the outpost into an independent city-state that breaks off from the motherland" or whatever, something that may not ever happen but is a reasonable goal for a little outpost to strive toward. Making it something that has many ways to approach it (making a safe colony city could be done by heavy militarization, or just heavy defenses with all the farming needed for sustenance done inside the walls, or strong alliances with nearby civilizations for protection, or razing the forests and destroying all monsters and wildlife to cull all threats, etc.) That nebulous goal, plus talking about and/or showing growth in the outpost after each event (probably via time skipping through times where the dwarves are peacefully building away), would be enough to give it a nice sense of continuity and progress I would think.
Okay, so, above that line are the reasonable normal roleplay ideas. While writing them I thought up a far more ambitious idea that may or may not interest you, more of a game system idea than an idea about how you should present the concept in an interest check. This could be used with any of the above suggestions since it's kind of a different thing, this the divider line to give it its own section.

If you want to go crazy with it you could try to build a system to emphasize the growing outpost aspect instead of hewing to traditional roleplay styles, basically merging the city/base building aspects of some strategy games (Warcraft and Starcraft and Banished, for example) with roleplaying. I feel like if you're going to do a roleplay about settlers then you really need a way to show the growth and development of that settlement, and some kind of point system is the best way to do it. You could work up a point system for food, money, wood, stone, iron, and other such supplies to show what the outpost has available. Some kind of basic map showing the layout of the outpost would be smart for this kind of thing as well, even if it's just a basic MS Paint thing, as deciding where to build new things could be important. It would probably be best to run this sort of game in rounds that represent certain amounts of time passing (a day or more for peaceful times maybe, and perhaps as short as 10 seconds for fighting) in which NPCs do a set amount of gathering and work and each player character can do a certain amount of stuff that has a larger impact. Let's say you make it an action point system, for simplicity and consistency. I'll give an example of what I mean by an action point system in a hider, since it'll be kind of long.



Though I've now gone on at length about how you could do a strict point system, I feel it's worth mentioning that you could use the whole point system idea without having it be the main focus of the roleplay. Players actually describing their work being done could be entirely optional. IC posts could be a line mentioning action point allocation, then on with roleplaying things where the players interact with each other or GM controlled NPCs. The roleplaying side of things would be largely socializing and character building stuff, by necessity with this concept of having everyone stuck in one place and building the outpost. You could always throw problems and events at the players that require standard roleplaying solutions to mix things up, of course. Say the blacksmith is having a feud with the stable master and refuses to make any more horseshoes while that guy remains in charge, and players are charged with solving the dispute in some way so that the needed horseshoes are back in production. That's a pretty simple problem that could be an issue for a growing outpost. Then you could have interactions with other nearby sentient beings, both positive and negative, that are all talking and interacting stuff unless it turns to combat. Fighting stuff could be done with point stuff or in the usual roleplaying free form style, as stated in the action points hider. You could just use the whole resources and action points thing as a way for players to have a direct hand in deciding how the outpost develops, something secondary to the roleplaying instead of something of equal or greater importance as might have been implied by how I described things.

You could also go so far as to boil down the point system into just a way to show the status of the outpost, and how players are impacting its health. You could cut it down to stats for food, building materials, and money on hand (either numbers or general things like 'low' or 'very high' to show how they're doing), cut out the whole player action points thing, and give regular updates to how the outpost is growing. The whole point system idea is really just a way to show the growth of the outpost, and you can do that without making the players directly interact with the work side of things. I happen to feel like giving players direct impact on all that makes it more fun for them, but you and others may disagree, thus the alternative presented.
Hidden 10 yrs ago Post by Kestrel
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Kaga said
I'd like to argue strongly against the episode idea. Roleplays with an episodic plot tend not to work out as well, at least not when the episode "beginnings" and "endings" are clearly defined, because people seem to have a hard time getting past the first couple "episodes". Also, RP's with this setup tend to rely strongly on a cast of characters that sticks around permanently. And that's hard to maintain.


On the contrary. The Library is episodic and it works just fine. When people drop the RP they drop during missions (episodes) far more often than in between them. So my experience tells me something completely different. Also it doesn't rely heavier on it's cast than other RP's. In fact cast composition is being switched around almost every new mission, which granted, may run a couple months each, but makes for something completely different. And yet; 22/11/11 and still running.

Episodic RP's are like any other. What you make of it. There are some pros and cons but none of them have been touched on in this thread. So I wouldn't worry about it if I were you.
Hidden 10 yrs ago Post by Ellri
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The biggest problem with episodic RPs is to ensure that there's no sections in between each episode that rely on everyone to reply before the others can go on. Same goes for any part of it really. Sometimes people are busy in RL, have misplaced their muse or whatever and can't post. As a GM, you should try to be aware of such and have plans in place to keep RP moving whenever those situations pop up.
Hidden 10 yrs ago Post by Dipper
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Sorry for the lack of response. I've taken your suggestions into account, but I'm not sure how I should go about doing this. Might joss the idea altogether, but I'm reluctant to do so. Might want to do something else, I have way to many ideas in my he'd that I don't know what to do to them.
Hidden 10 yrs ago Post by Ellri
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Even if you don't use it now, we'd recommend recording it somewhere. If you can't get it working now, maybe you can later?

We've got a few RP concepts like that laying around. You never have too many of those.
Hidden 10 yrs ago Post by Dipper
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Ellri said
Even if you don't use it now, we'd recommend recording it somewhere. If you can't get it working now, maybe you can later?We've got a few RP concepts like that laying around. You never have too many of those.


Yeah, my only problem is that I can't seem to write the int. Check in a way that people would be interested.

But yeah, I'll keep the idea around, haha.
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