Making an RP more Character Driven

Lady Warlock

Anime RN

Hello there!

Thank you to whoever, if anyone, is taking the time to read this.

I am currently running two roleplays. Both of them are fandom roleplays and both of them have been fairly successful so far. However, I feel like there is something missing.

I like having a plan. For both rps at the moment, I do have a plan. At the same time, though, I want characters to have some freedom within the roleplay. I don't like running an rp in such a way where it goes: I post, they react, then I post and they react... and so on. I hope this makes sense to someone.

Anyway, does anyone have any suggestions for how to set up the roleplay in such a way that it does not follow this pattern continuously? I would be glad for any advice anyone might offer.

Siren​
 
Hey. What you mean, is you want to make players more independent. It would be better to say "Driven by Players/Player-Driven" instead of "Character-Driven".


One

Now let me answer your question. Yes, I have suggestions. You know the FairyTail RP right? Look at the mission prompts. They are sponsored side-stories. Really, they don't even need a sponsor or GM to watch what goes on; just someone to moderate if a problem pops up. You can do this with your role-plays. Have side missions players can set up to create this player independence/freedom you are looking for. Don't make them random side missions, since you say you have a plan, let the people who start them know, that the mission should lead to x. As long as it leads to x, you can do whatever you want.


Main Story Goal: 12 Knights Fight a Dragon:


Good Side stories: Knight 1 finds a weapon to combat dragon. Knight 3 Finds dragon's lair. Knight 6 fights dragon's babies. Knight 10 enlists help of a witch.


Bad Side stories: Knight 1 fights a sea turtle. Knight 3 travels to another land for a birthday party. Knight 10 plants a garden.


The bad side stories, have nothing to do with the main story. However, if you're into that kind of non-story related posting, then go for it.


Two

A second option is having loose plans. You know it starts and you know how it ends. Then let the players do/explore whatever they want in-between.


Three

Option three will mess with your plans. Give up some of the GM power to the players. Let them create settings and NPC that live in the world. The RP will become more collaborative. Everyone gets to put in a little of their own flavor into the pot. This will lead to potential changes in your plan, but shouldn't be anything too crazy. You might even like or want to use what they come up with, instead of what you already have.




I hope you're not planning to create a story and then just let the players run it. You should at some level, be in the process directing things. UNLESS, your role-plays happen to be sandbox (where anyone can do anything, anywhere, anytime)? If yes, choose option 2 or 3.
 
Thank you for that.


I am still hoping to ultimately be directing things in the end. I'm just not a big fan of the whole: something happens and players react pattern which I have sort of fallen into.
 
DaughterofAthena said:
Thank you for that.
I am still hoping to ultimately be directing things in the end. I'm just not a big fan of the whole: something happens and players react pattern which I have sort of fallen into.
Okay, then tell me what you want to happen. Try to explain it to me as best you can
 
[QUOTE="White Masquerade]Okay, then tell me what you want to happen. Try to explain it to me as best you can

[/QUOTE]
I'm not entirely sure, to be honest.


I would like the players to feel free to explore a bit more if that makes sense, and I'm not entirely sure how to encourage that. I'm not afraid of what would happen if they did. I'm creative enough to be able to improvise to an extent (or at least I think I am...). Right now, they are doing exactly what I would expect them to do and I feel like it isn't supposed to be that way. However, I don't know how to address it. How do I suggest to the rpers that they could do something without making them feel as though they have to do it? The rp has options built into it but I don't know how to make that obvious.


I want to have a situation planned and then unleash them within the situation to address it for themselves rather than me slowly but surely addressing it for them. Does that make sense?
 
However, I don't know how to address it. How do I suggest to the rpers that they could do something without making them feel as though they have to do it? The rp has options built into it but I don't know how to make that obvious
Make an announcement saying you would like to see more independence and exploration with players' characters. If the RPs just started, now is the perfect time to say it.

How do I suggest to the rpers that they could do something without making them feel as though they have to do it? The rp has options built into it but I don't know how to make that obvious.
I want to have a situation planned and then unleash them within the situation to address it for themselves rather than me slowly but surely addressing it for them. Does that make sense?
It sounds like you need open-ended posts.


Close-ended: The big, bad robot stared at the heroes menacingly. It was going to be a difficult face-off. They had to find the red button under it's chin and push it, if they wanted to beat the robot.


Open-ended: The big, bad robot stared at the heroes menacingly. It looked unbeatable, but had a few weak points. If it could somehow be knocked off its legs...or maybe if they could somehow pierce a hole through its armor, they would have a chance at beating it.


Close-ended: The next island they had to travel to, was blue island. They would have to cross the tombstone whirlpools to make it to their destination.


Open-ended: The next island they had to travel to, was blue island. In between here and there, they would have to face many obstacles. Flying octopus, man-eating turtles, armored sharks, jumping leeches, and many more horrors. It would only be a matter of time before they crossed their first test
 
Also, have you been sort of punishing or correcting players when they tried to explore before? Or didn't quite follow the scenarios you laid out? I can't think of why they would be following you to the T, without a reason for doing so
 
[QUOTE="White Masquerade]Also, have you been sort of punishing or correcting players when they tried to explore before? Or didn't quite follow the scenarios you laid out? I can't think of why they would be following you to the T, without a reason for doing so

[/QUOTE]
I don't believe I have...


Um... no. I have been doing a lot of collaborative posts with characters actually, facilitating the interaction they want to have with NPCs even....
 
Do you have any suggestions for ways to make my posts more open ended? I understand what you mean by open-ended, but a lot of my posts are for the Captain of the crew in one of the 2 rps I am running so its more interaction that I am writing.


I tend to move a story along using NPCs. I have villains who the characters have had opportunities to attack or talk to and all I got in response were the characters' thoughts on the situation with very little actual interaction except for from a couple people.
 
Just to throw my two cents of experience in.


You know when it comes to how a roleplay plays out - character creation plays a huge role. If you have an overall central plot that you absolutely want for your rp you need to be communicative with your players in the application stage and ask them what they intend to bring to the rp story wise. Having set roles and if necessary set characteristics or things that role is going to accomplish helps with getting people in the right direction of what you want - meanwhile they add their own flair to it.


Communication is key, you really have to get people talking to you and throwing around ideas.


There's a casual rp I'm gming right now that has less of an overall plot and more of a setting for players to add onto.


A Song of Three Kingdoms | RpNation.com - Best Roleplay Forum


It's a very simple setting as opposed to the more detailed rps I gm and it's vague on character's motivations. That's because I want people to create motivation and choose what drama to stir up with what we've got as far as characters go. What you get depends on what you set up and present. Also having backup plots helps a lot. If one plot or event you've got isn't going to work with the character's you've got you can't get stuck with having nothing else to do.
 

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