Devious Dilbert
Double the D, double the fun.
(Btw, not really sure what prefix should be put here.)
I plan to open up a very ambitious rp soon in about 2-3 months. Aaaand... I've never gm'ed anything before, HAH. I will have one or two trusted friends to help me manage things too. Both of them haven't really gm'ed either, LOL.
I've been thinking and planning... I've got a plot worked up, and I've already built up a world and some very simple lore. What I'm trying to figure out next is how I should run this. So, the next few paragraphs are just gonna be me rambling as I try to get my ideas out.
Firstly, the rp is gonna be kinda like one huge journey to the west kind of thing where rp'ers are constantly on the move, but not really to any specific destination if that makes sense, I will create a map though and only show locations that the characters have been to and I do have a general direction that the players will move in. The players will get to explore as a group or some can break off individually. But it's taking place in a really harsh and treacherous fantasy land, so I'm also incorporating a really heavy survival theme too. Combat is gonna be prevalent, and characters will need to trade and/or hunt/scavenge for food and other supplies. So, I assume most of the characters will decide to stick together, but I can adapt to outliers.
For the general world, I kind of want a "free-er" DnD system. I'll be completely taking control of the world and DM'ing, having the environment interact and sometimes react to the players and vice versa. I don't like using dice to be honest. I wanna trust my rp'ers to be fair, but I'll also keep close watch on who's been getting hit the least and the most in combat scenarios, and who's been having the best and worst luck out in the field. I'll still be controlling most, if not, everything that will happens to the players. There will be a day/night cycle and I will be monitoring the time and changing it frequently via world announcements. Night cycles may be a bit less active, so I may cut those short.
I've also been thinking of including posting orders/limits. I kinda feel like post orders would be a must with the kind of rp I'm trying to run. For combat, players must follow a strict order so that I am able to effectively control mobs and damage input/output and so that I can fluently shift around the progress and tide of battle. Out of combat, I'm thinking of just letting players be a bit more free with their posting, and not really enforce a limit to posts. But I am still able to interrupt and order for posts to halt to introduce something, move something along, or simply to just briefly change the time.
For the survival aspect of the rp, I still want to trust players to be fair and realistic, but I am gonna enforce that characters can starve, bleed, break things, and die. I also want the survival theme to be prevalent in everything. For example, a starved character is very weakened in battle. A character that falls into water has the possibility to drown if they're carrying too much. I like realism, my guys. I suspect that a lot of people will desperately try to keep their characters alive since they only have one, but that's the kind of struggle to survive that I really want. (;
Lastly, there will only be 6-8 people accepted with only one character each. The amount of people really make a difference, I think. Again, I assume that most of the characters will want to stick together. However, for characters that break from the group or get separated, I'll 1x1 them until they reconnect with the main squad. And they will always find their way back. For the most part, I will try to have only one person separated at a time, or have the group split up in at max two or three different smaller units as it will just be easier for me to keep up with everything.
And now I have some questions and things for you wonderful gms about gm'ing.
-How do you move something along when it gets dull?
What I mean is, if players are losing interest, what's the best way to get a hold of that interest and pull the players back in? I've always thought that as soon as an interaction ends, another must immediately pop up. Players must always be doing something. Dead time is bad time. Even a simple task helps destroy boredom, and I'm certainly not saying that everything has to be exploding and adrenaline-inducing all the time. I believe in the tension-and-release cycle. But is that a bad way to look at it?
-What do you do when there's drama in the OOC?
This usually isn't a problem cuz' I see that most rp'ers on here are pretty decent people. (; I hope this doesn't happen to me, but I'd better be prepared if it does. How do you (as in yourself) usually deal with this? I know it depends on the situation, but I'd like some words on this.
-How do you deal with a "difficult" rp'er?
What I mean is somebody who is unwilling to compromise. I know that the simple solution is, "If they ain't followin' yo' word, honey, they gotta' go." Well... Yeah, but it'd suck if somebody left in the middle of the rp. What do you (as in yourself) do if somebody is being difficult?
-I'm trying to look at this from a video game perspective since I think the two are very similar. Is this a bad perspective?
Also- I kind of wanted this to be an hp, but eeehhhh... Not sure if that will happen anymore? I feel like the organization of hp's will be a lot more beneficial to me though.
Thoughts? Questions/Answers? Criticism? Advice/tips? I'll try to answer and reply to them all.
I plan to open up a very ambitious rp soon in about 2-3 months. Aaaand... I've never gm'ed anything before, HAH. I will have one or two trusted friends to help me manage things too. Both of them haven't really gm'ed either, LOL.
I've been thinking and planning... I've got a plot worked up, and I've already built up a world and some very simple lore. What I'm trying to figure out next is how I should run this. So, the next few paragraphs are just gonna be me rambling as I try to get my ideas out.
Firstly, the rp is gonna be kinda like one huge journey to the west kind of thing where rp'ers are constantly on the move, but not really to any specific destination if that makes sense, I will create a map though and only show locations that the characters have been to and I do have a general direction that the players will move in. The players will get to explore as a group or some can break off individually. But it's taking place in a really harsh and treacherous fantasy land, so I'm also incorporating a really heavy survival theme too. Combat is gonna be prevalent, and characters will need to trade and/or hunt/scavenge for food and other supplies. So, I assume most of the characters will decide to stick together, but I can adapt to outliers.
For the general world, I kind of want a "free-er" DnD system. I'll be completely taking control of the world and DM'ing, having the environment interact and sometimes react to the players and vice versa. I don't like using dice to be honest. I wanna trust my rp'ers to be fair, but I'll also keep close watch on who's been getting hit the least and the most in combat scenarios, and who's been having the best and worst luck out in the field. I'll still be controlling most, if not, everything that will happens to the players. There will be a day/night cycle and I will be monitoring the time and changing it frequently via world announcements. Night cycles may be a bit less active, so I may cut those short.
I've also been thinking of including posting orders/limits. I kinda feel like post orders would be a must with the kind of rp I'm trying to run. For combat, players must follow a strict order so that I am able to effectively control mobs and damage input/output and so that I can fluently shift around the progress and tide of battle. Out of combat, I'm thinking of just letting players be a bit more free with their posting, and not really enforce a limit to posts. But I am still able to interrupt and order for posts to halt to introduce something, move something along, or simply to just briefly change the time.
For the survival aspect of the rp, I still want to trust players to be fair and realistic, but I am gonna enforce that characters can starve, bleed, break things, and die. I also want the survival theme to be prevalent in everything. For example, a starved character is very weakened in battle. A character that falls into water has the possibility to drown if they're carrying too much. I like realism, my guys. I suspect that a lot of people will desperately try to keep their characters alive since they only have one, but that's the kind of struggle to survive that I really want. (;
Lastly, there will only be 6-8 people accepted with only one character each. The amount of people really make a difference, I think. Again, I assume that most of the characters will want to stick together. However, for characters that break from the group or get separated, I'll 1x1 them until they reconnect with the main squad. And they will always find their way back. For the most part, I will try to have only one person separated at a time, or have the group split up in at max two or three different smaller units as it will just be easier for me to keep up with everything.
And now I have some questions and things for you wonderful gms about gm'ing.
-How do you move something along when it gets dull?
What I mean is, if players are losing interest, what's the best way to get a hold of that interest and pull the players back in? I've always thought that as soon as an interaction ends, another must immediately pop up. Players must always be doing something. Dead time is bad time. Even a simple task helps destroy boredom, and I'm certainly not saying that everything has to be exploding and adrenaline-inducing all the time. I believe in the tension-and-release cycle. But is that a bad way to look at it?
-What do you do when there's drama in the OOC?
This usually isn't a problem cuz' I see that most rp'ers on here are pretty decent people. (; I hope this doesn't happen to me, but I'd better be prepared if it does. How do you (as in yourself) usually deal with this? I know it depends on the situation, but I'd like some words on this.
-How do you deal with a "difficult" rp'er?
What I mean is somebody who is unwilling to compromise. I know that the simple solution is, "If they ain't followin' yo' word, honey, they gotta' go." Well... Yeah, but it'd suck if somebody left in the middle of the rp. What do you (as in yourself) do if somebody is being difficult?
-I'm trying to look at this from a video game perspective since I think the two are very similar. Is this a bad perspective?
Also- I kind of wanted this to be an hp, but eeehhhh... Not sure if that will happen anymore? I feel like the organization of hp's will be a lot more beneficial to me though.
Thoughts? Questions/Answers? Criticism? Advice/tips? I'll try to answer and reply to them all.
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