Advice/Help How do you like a role play to start?

Perpetual Zen

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Do you like lots of information? Or do you like a plot that's starting in an action scene? I'm looking to start a role play soon and I really want to make a good impression. Especially being my first role play on this site. How do you like the first set up post to be to get your senses tingling and idea's mingling?

Happy new year everyone!
 
I would probably advise you to read other threads on the site to see how people start their rp in the genres that interest you. It will give you some inspiration!

But honestly, that's so individual that there is no recipe. Even if you try to cater for specific audience, there is no guarantee it will work. There are people who like huge lore and people who like action. The beauty of rp is you can always try different things!
 
Thank you so much and it is very very true!
I just get very very in my head lol but I'll just go with my gut <3
 
Hoyo!

For me, it depends on the roleplay's setting and function.

For example, if it's an action-heavy roleplay in a futuristic sci-fi type setting then I like the RP to start with a bit of a bang. Typically this'll mean the action begins within the first 10 posts, or is already started in the intro post.

If it's a more adventure/exploration style roleplay I usually like it to start a bit slower so we can ease our way into the world and familiarize ourselves more with the characters around us.

If it's a romance RP of any kind I usually like it to start with some energy, but in a low-key way. For instance, maybe it starts with the classic "I'm running late to school" situation where one or both characters are racing to school and then bump into each other on the way. Or, if it's a romance featuring adult characters maybe they're running late for work and run into each other on the train.

So yeah, it depends!

Cheers!

- GojiBean
 
´There isn't one size that fits all here. Each person will have their preferences, and the setting and genre of the RP also plays a role as well.

Personally I love to start things calmly, taking a bit of time to introduce the characters and the world they live in, and get to know them before I start to introduce action or drama. But that's just me, and others will prefer to start with some action already taking place from the beginning instead. It really depends on the situation.

If you have trouble deciding how to begin I think the best thing you could do is ask your roleplaying partner how they'd prefer things to start out. That way you could adapt that opening to better fit the circumstances you're working with.
 
I think an important thing for me is to have a guided opening scene with a lot of momentum. While I prefer action-packed stuff, this is applicable to chill rps too. Your characters should have a goal that they can immediately act on, whether it's "we gotta rescue these people", or "we gotta find our classroom". I've seen a lot of rps where people are left to do their own thing at the start, and it ends up with maybe a few people running forward, and others standing there waiting to be pushed along.

Like others said though, it depends on the player, so I think the best thing to do is to ask your group what kind of thing they would prefer to start with :)
 
oh wow this is awesome feedback thank you everyone!
please keep the comments coming if you want to make this a longer discussion
 
please keep the comments coming if you want to make this a longer discussion
They say as I midway through writing a response


In my view, the first post should establish the following:
  • Status Quo - The status quo is typically a scene description, though it doesn't necessarily have to be pure description, it can have action or even be chronologically displaced, happening before or after the present moment in the action. What the status quo gives you is three things: Context, interaction options and focus. Context gives general information for placing characters in the scene - it can be where the scene takes place, the season, the weather, whether anything is going on more generally like a festival, etc... Interaction options are more often going to be NPCs, like a peculiar merchant, someone putting on a performance etc... though it can also be used to introduce objects, characters, and events. If context helps put the characters into the scene, then the interactive elements give players who didn't already have something to do a potential avenue (as a side note, if a player neither tries to pick up on an interactive element, do something for others to interact with themselves or try to start an interaction with another player.... well, I wouldn't expect them to pull their weight). Finally, focus is the central parts of a scene. It's an indication to the players of what really matters, what they or their characters should be paying attention to.
    I would liken the status quo to setting up the bowling pins before bowling. Nobody can strike if the bowling pins are not set up, and while this analogy is imperfect because not all the set-up is part of the GM's duty (establishing characters for instance. That only goes if you're the GM, because in 1x1 [and GMs with characters] both players are also establishing characters of course) or something that necessarily needs to be done on post 1 (many things can be established via lore threads or the premise in the interest check), the bowling pins capture a really important part of the status quo: It's there to be disrupted. Whether it's context or interaction points, and especially the focus, the whole idea is to create a foothold to begin the story.
  • Tone - this is kind of part of the status quo and kind of not. Much of tone can already be inferred from an interest check if you've done it right, but there are nuances that sometimes escape until one has seen them in action. For instance, in a story set in a dark fantasy, you can probably guess it's gonna be a dark story. But is the story simply dealing with dark themes but giving the characters leeway for levity? Or is it more grimdark, with the constant looming threat or despair and a fight for moments of hope and relief? Is the comedy a constant stream of jokes or a generally grounded story just with a funny premise? In the analogy this is like deciding among plain white pins and pins with figures drawn in. The approach and seriousness can be communicated in the opening post.
  • Groundwork for the Premise - I’m of the opinion that any roleplay’s first few posts should follow the established premise. A roleplay about a bunch of people joining a fighting arena doesn't have to have them start in the fighting arena, but it does need the characters to get to the fighting arena. To prevent having to force this outcome, breaking character and/or immersion in the process, it's paramount for the first post to not only not be a hindrance to it happening, but to actively enable it. The situation should be set up such that as much as possible the outcome of events will be the premise. The first post gets the liberty of not having anything before it it needs to adhere to for the most part, thus it's in the best position to do this.
    While all of these apply to both groups and 1x1, this one is especially important in 1x1, as not doing it can turn into passing the hot potato to the other player who now has to do that work but with greater limitations on the kind of things they can pull to make it happen smoothly.
    If you invite people to go bowling, you shouldn't be asking them where a bowling center would be. You should know that beforehand, and most importantly don't bring them to a basketball court instead.
  • Your GM Style & Trust in You as a GM - A good initial post is like the opening of a book in some senses. One of those is that it should be a taste of what's to come. That being said, for the most part this happens naturally. More importantly, however, this can be an important moment (especially when dealing with a player like me) as a GM. There are many potential mistakes. Controlling player characters or establishing things that go counter to the point such that they effectively sabotage the fun part. Making a couple short paragraphs of lackluster content after promising a very detailed roleplay. Making a plot twist that contradicts the premise that players joined the roleplay for. Making a character or NPC that is too obviously one of those that makes everything revolve around them etc... These are just some big examples though. Often it'll be smaller things that don't necessarily break but can erode trust.
    I want to make one thing clear though: It's not about making a perfect first post. Quality helps, but the most important things are knowing you are reliable, knowing you are actually passionate and putting an effort, and knowing that you are here to tell a story with the players not against the player nor just to the players. I want to know you're not ditching the bowling game, or playing on a phone during your turn, or trying to cheat and so on. A simple matter of visibly acting in good faith.


I think the above are the essentials. Aside from this, when it comes to GMs there's one big thing I tend to look for in a great GM: Making me feel truly involved. I like it when a GM goes out of their way to play along with my character's gimmick, try to work their personality, backstory and other characteristics into the world, and generally not just treat them and my ideas as replaceable tokens. Now I don't think this is essential in the first post, but it can be done and it's a really nice bonus to have.
 
Oh woahbuh <3 *the noise which escapes me naturally*
Thank you! I love in depth perspectives ~
 
I've only ever seen interaction work, some kind of scene where people can meet and introduce characters.

Most people don't enjoy writing action that much, and in a RP where enemies are controlled by someone else, the pace can be glacial. Personally I keep combat to a minimum, because every time I've had a big action setpiece, my RPs slow down to a crawl. People don't enjoy writing it nearly as much as they enjoy watching it.

I would suggest an interaction scene where the characters are drawn together by a plot device, or random chance if that's your thing. It can be tough to think of something that will bring everyone together, but that's a key part of RP. I used an annual "Great Game" as the cornerstone of my cast, drawing them together before a terrorist attack pulled them in the story.
 
Typically I like my starters to be pretty long. Simple short answer here from me.
 
Yeah, I agree, combat is where I struggle. I mean, high emotional action maybe but like play by play combat. I'm very lame *nods*

BUT I'll add I'm really trying to learn to get those action scenes down right. I recently finished a book with high action scenes and I really loved it! I just really find it a challenge
Action scene's are still great to read at times and that is really awesome if you can manage to do it on the regular

For me I'm just lame at them.
 
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Communicate and plan beforehand.

it depends on the individual;

some people love only a paragraph and are very action focused. others write mini novellas with lots of descriptive detail; there's no right or wrong but there may be compatible and incompatible partners.

COMMUNICATION IS SO IMPORTANT

I always ask about before we start; preferences on length, detail, tense, 1st/3rd person etc to make sure we are compatible and will both enjoy it.

ALSO PLAN TOGETHER

Now, again, there are preferences. I know some people who can just jump in with little more than a name and a pairing idea. I've had others who seem to want to plan out the whole roleplay in advance. These are pretty extreme sides of the spectrum, most people are in the middle.

A balance is good; it's important to make sure you are on the same page in terms of storyline, where it's likely to go however I think it would be quite boring if you know every detail in advance. I like some twists and turns and surprise moves and having a bit more open gives more opportunities for drama and storytelling. I was in one rp (a romance) where a side character ended up getting together with my character as they were a better fit!

So have a rough plan but still try and be open.

In terms of the actual opening

I think it does slightly depend on type of roleplay. I usually do longer ones for fantasy than modern realistic ones for example as there's usually more worldbuilding that needs to be done. but if it's set in a city you both know well, you don't need as much detail.

I would say my openings are usually longer than my average post whilst in the roleplay because you still need to set the scene.

Like above, I think it's about balance. I want enough detail/description that I feel immersed in the story but not so much I feel bored. I don't want a 20 page description of a tree lol.

But communicate and plan is the main thing.

And also, keep communicating. you don't just discuss it once before you start, check in regularly, share ideas, say what's working well, what's not etc. roleplaying requires communication
 
I think I'm noticing a difference in one and one role play experienced and group expectation role plays.

For me, I've only ever done group role plays and so I'm completely unfamiliar with how a one on one would start. Although, I would imagine I would be more flexible to jumping into an action scene or shorter scene's. Since I'm really only writing for one person and long posts can come and go. I think it is admirable when just two people can keep an amazing story going. I get really intimidated by it

Hence why I only do group. I find communication is super important! Although, in order for an entire group to have surprise twists in the story they can't be privy to absolutely everything. But, I love love getting my members input in what they want to see and then bringing it to them on a well designed platter. I enjoy really making a group of people happy. Perhaps a bit selfish on my end?
Something which I always forget to communicate is writing styles. I just am okay with reading all sorts of perspectives I'm never irked by one or the other. I have only run into this a few times thankfully because I simply over look it out of ignorance. Though, it's a good point
 
I think I'm noticing a difference in one and one role play experienced and group expectation role plays.

For me, I've only ever done group role plays and so I'm completely unfamiliar with how a one on one would start. Although, I would imagine I would be more flexible to jumping into an action scene or shorter scene's. Since I'm really only writing for one person and long posts can come and go. I think it is admirable when just two people can keep an amazing story going. I get really intimidated by it

that's interesting, I get intimated by group rp so I prefer 1x1 ha ha. I think just because it seems group will be more complicated; more differing opinions, more difficulty in scheduling )particularly if it's different time zones etc). particulary if it's an existing roleplay as then you've got to find your way in, suss the dynamics, cliques etc. not so bad if you're starting it together.

Hence why I only do group. I find communication is super important! Although, in order for an entire group to have surprise twists in the story they can't be privy to absolutely everything. But, I love love getting my members input in what they want to see and then bringing it to them on a well designed platter. I enjoy really making a group of people happy. Perhaps a bit selfish on my end?
Something which I always forget to communicate is writing styles. I just am okay with reading all sorts of perspectives I'm never irked by one or the other. I have only run into this a few times thankfully because I simply over look it out of ignorance. Though, it's a good point

I think it's only selfish if you only want it so they give something back lol. I think organising things so people can be creative, engage in their hobby, improve etc is a good thing.

It doesn't massively bother me which, as long as it is consistent. it flows better and is easier to read if it's the same rather than flipping between different ones which gets irritating/confusing. but some people it does bother. I think people often prefer 3rd as it feels less personal and some people can't really separate real life and roleplay well, particularly in romance type stories and end up inserting themselves into it. i've had experiences of that and ooc chat got weird... (not on here for the record)
 

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