A few questions

Clear

Gunn
Hello ( ̄▽ ̄)ノ'


A friend and I have just recently decided to collaborate with the hopes of creating an adventure role-play. Yeah, it's fun and all, but the only experience I've had with such things is limited to games, movies, and a few books.


I know that there can be quite tedious details that go into creating a role-play as I've created a few on other sites, but I'm not sure if I'm thinking too much, or not enough, for this specific type.....


Kind of stupid questions...


I understand that having a big map can lead to some confusion among players, but that could also leave room for side quests or plots, right? Like finding a dungeon or enchanted object, blah blah blah..


We've already brainstormed the base plot, and we do plan on having the role-play finish, but I don't want to end up making it a straight-shot role-play. Actually, I love seeing character interaction and surprises in role-plays. So I figured we could slip little obstacles into the role-play that could alter the original ending based on the choices the players make. Is that making it too complicated? Do you think it would it just be a bother to the players?


My last question is on character limits. Since this is still a work in progress, and things may change by the time we complete it, we aren't positive on whether or not we should put a small limit on the amount of people able to join. I believe we should wait until we have gathered most of our other things together to decide just to be sure we don't mess anything up. What do you think?


Thanks for reading,


Any more advice you would wish to add is welcome. :3
 
Those aren't stupid questions at all!


1. A map is a mixed bag. On the one hand, there's the investment of time and effort of constructing it, but on the other a concrete sense of place and scale can be very beneficial. In terms of the RP itself, if there's something interesting on the map that isn't necessarily part of the plot, players may well want to go there - something you may not be prepared for, or which drags things out.


Personally, I'd worry about a map last, just like I'd worry about artwork or other largely irrelevant stuff last. As long as you know the locations that must appear for the plot to work, and those that must exist for the setting to work, you can assemble the map last.


2. It wouldn't be too complicated, but don't rely on players to notice when such a chance is being presented to them. This isn't a videogame, so ending-altering decisions can be hugely more organic. It's actually more holistic and reactive on your part; when the players do something that could alter the plot, your respond accordingly by either having that effort fail (thus reinforcing a plot element) or have it succeed and change something about the plot that doesn't utterly change your final intent.


Unless you feel confident and versatile enough to have player choices warp your final intent, which can be pretty fun in itself.


3. I am a staunch believer in character limits when it comes to RPs with a defined plot arc. Too many characters can be slow and confusing, and not everyone can have the same relevance to the story. Try to consider the exact roles you'd need filled, and those that are optional. Open the RP to a minimum of players to fill vital roles, and then allow a small number of optional characters - ideally those who can strongly impact the plot - into the RP.


I hope this helps, but more voices would be useful to you - so I'm sure someone else will have something to say.


In the meantime, perhaps this and this will aid you.
 

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