Hidden 5 yrs ago Post by DELETED jdl3932
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DELETED jdl3932 Sok Il-Seong / (Second Initiation)

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As Above/So Below.

Seriously does it? I mean I kind of have three different ways things could go for players in mind, but no solid beat for beat idea's or plotlines.
Hidden 5 yrs ago Post by NuttsnBolts
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NuttsnBolts

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I'd be careful with how the roleplay is presented then. You have a lot of Lore and background info which would typically lead to expectations of a story. If there isn't a story then it's a sandbox and you need to explain to the players they have to create their own adventures — often this is not what players want.

People looking for a roleplay are mostly, but not exclusively, looking for a theme and story to play out with their characters as part of the whole. They wanna feel a part of something and if the world is too vague you'll end up with problems of people leaving or becoming bored. The story doesn't have to be elaborate and can be as simple as "you're a player on a sinking ship" so everyone knows the direction, but you as the GM still have to guide it and add twists to say that "upon trying to escape you discover every room is an escape room puzzle" (Nonary Games plot as the example).

Hidden 5 yrs ago 5 yrs ago Post by DELETED jdl3932
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DELETED jdl3932 Sok Il-Seong / (Second Initiation)

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I'd be careful with how the roleplay is presented then. You have a lot of Lore and background info which would typically lead to expectations of a story. If there isn't a story then it's a sandbox and you need to explain to the players they have to create their own adventures — often this is not what players want.

People looking for a roleplay are mostly, but not exclusively, looking for a theme and story to play out with their characters as part of the whole. They wanna feel a part of something and if the world is too vague you'll end up with problems of people leaving or becoming bored. The story doesn't have to be elaborate and can be as simple as "you're a player on a sinking ship" so everyone knows the direction, but you as the GM still have to guide it and add twists to say that "upon trying to escape you discover every room is an escape room puzzle" (Nonary Games plot as the example).


Well there's the basic skeleton of a story presented in the premise, but I can see how it looks to be more of a sandbox type thing rather than a guided story with a fully thought out plot. Although I kind of wrote it like I did so players wouldn't be confined to one outcome or ending and they could shape events as well as the world at large the way they wanted to.

I'll probably limit the location it takes place in to one city or maybe one portion of a country to keep it simpler and then guide it from there. Maybe have a group of rebels try to stop the Archdemon that controls their area or the demon it appointed to rule, which could be played by another player.

I think I've figured out how I'm going to run this, when I finish the lore that is. Thank you for the feedback.
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