The Difference Between an Idea and a Roleplay

CloudyBlueDay

made up of opposites
Hi guys! Apologies for the long and un-creative title. I'm here to ask you today..


What is the difference between an idea and a roleplay?





I'm one of those people that lurk around the Interest Check threads all day. I see lots of great ideas, but I look at them and often think how could this be a roleplay? There are people that take a book, like, Lord of the Flies. (I just read that one.) That would be a brilliant idea, a bunch of boys stranded on an island with no adults whatsoever, free to do whatever they want. But often I don't see a plot, just an idea, which 50% of the time is never fleshed out. And maybe for the first few posts it's fun, running around doing whatever you please, but when you get deeper in the roleplay, with no plot.. what do you do next?


Now, we all know that every roleplay IS an idea. But the difference between an idea and a roleplay in my opinion is that an idea hasn't been fleshed out yet. A good roleplay is where the GM(s) have an idea of where they want their characters to go and how they want them to work, but that's just my opinion. I see tons of ideas a day and lots of people become interested, but not many people realize that they need to think about it as more than just an idea. It's a roleplay!


What do you guys think? Do you think it's possible for just a plain idea to work out? You might not agree with what I think of this but I'm really interested in hearing what you guys have to say about the topic.
 
You know, like you, I spend a lot of time on interest checks. I've seen a lot of great ideas (and have written some, myself) that would make fantastic novels, but may not work very well for a roleplay. However, I have had several roleplays in my past that have been absolutely wonderful but really shouldn't have worked out. My partner and I were able to take a difficult concept to implement into a roleplay and turn it into some of the best roleplays I've ever participated in. Normally, that is not the case.


I feel a lot of it comes down to how much effort you and your partner(s) are willing to invest in a roleplay. Some of those more difficult concepts/ideas to implement may only work out if you and your partner(s) are willing to invest a buttload of time into developing them. That is the problem I have with a lot of fantasy roleplays, especially in the 1v1 world. I've found a lot of players aren't willing to invest the time to develop the world along and just want to "wing it," which may be fine for a slice of life style, but in fantasy, can lead to a lot of confusion. That is just one example, of course, but there are hundreds.


Don't get me wrong, I love when my partner surprises me with a plot twist I didn't see coming; however, I agree with you in so much that there needs to be some sustenance behind a roleplay-- some sort of realistic sequence of events that can guide a roleplay in time of lull and, more often than not, that takes out of character discussion. Nearly all of the roleplays I've participated in where we had minimal or no plot discussion pre- and during roleplay died within the first 10 posts. That's why I love my partners who are willing to just chat with me so we can bounce ideas around.


Am I rambling on a tangent? I am, aren't I? The moral of the story is I totally agree with you. I don't do group roleplays, but I think all roleplays, regardless of participant size, need some "oomph" behind it.
 
I think you are asking the wrong question, as you are comparing two entirely different things.


Idea: a thought or suggestion as to a possible course of action.


Simple enough. I could run a crossover Pokemon and Attack on Titan game. That's an idea. I could stick some marshmallow on a hotdog. That's also an idea. Anything that you can think of is an idea.


Roleplay: to assume the attitudes, actions, and discourse of (another), especially in a make-believe situation in an effort to understand a differing point of view or social interaction.


When I enter the shadows as Goblinator, the master rogue to slay some orcs - it's roleplay. A roleplay doesn't have any connection to idea's other then they are born from them. A roleplay is not a more detailed idea, that would just be a detailed idea.




Interest Checks have a lot of idea's in them, but no roleplays. When people make characters and start playing a character because of that idea does it become a roleplay.


You also imply that an idea without any plots or hooks laid out if a bad thing - it may be for you. There are people who want to just roll with the game, and create hooks as they play through in character actions. Why would they come here to play someone else's story? We have video games and novels for that!


I'm not saying games with defined plot hooks or stories are bad, I'm saying it all appeals to different folks, and that's the great thing of a site this large. No matter how you want to RP or what you want in an RP, you can probably start one or find one with a bit of effort.
 
Bingo, bingo Cloudy! You hit the nail on the head. What you've said is something I've been trying to express for the longest; just couldn't find the words =/. What you see in the Interest Check forums are ideas. What Pineapple says is right too. Some people may not want plot points, twists, and things like that.


However! You're right too. There is a major problem with the
intent.


Many of the interest checks are set-up as free-spirit role-plays, that people just go with. But when you go talk to the creator, that is really not what the author wants! They really wanted something fleshed-out; something able to take their players through an engaging story. You see where the disconnect is now?



Creators want plotted RPs, but for some reason, their interest checks make it look like they want to wing it too. I sense there is some major confusion on the very topic you're talking about.



1. When winging it, you can't expect things to go in a beautifully linear way! It's what you gave up for role-playing flexibility!


2. When plotting, you can't expect cool and random things to suddenly pop out if the story is not catching fire! It's what you gave up for having a controlled story!





Now, back to your question. For those looking for a "controlled" RP (which I think are about 65-70% of them), they severely under-estimate exactly what it takes. Either that, or they just don't know.





  • There is seeing if an idea can transfer to an RP.
  • How many people is it for.
  • Does it just appeal to me or will others come aboard.
  • Where should the story begin.
  • Where should it end.
  • Pacing.
  • If it's a fandom, how can I stay true to the series.
  • If it's a slice-of-life, how can I make daily happenings fun.
  • For futuristic, what new mechanics can I use to make it look like the future.
  • For Fantasy, how do I create the lore to give it that rich, imaginative vibe.
  • Then the villains.
  • Then the heroes.
  • Will there even be villains or heroes.
  • What character will I play.
  • What's their personality.


All of that doesn't even go into forming plot. It doesn't even touch how fights will be resolved. If there's dice, multiply what you have to think about by 6. If it's a group role-play, multiply that by 50.


The funny thing is, over the course of the role-play, you're going to throw out about
half of what you've been thinking of. And that's if you're lucky! If players even hang around for that long!





Cloudy I kid you not. I know what you mean. When you get down to it, there's truly a chasm between
Exploring Ideas & Conducting Role-plays.
 
Well one thing I've learned from RPing and writing is that what it comes down to, is having a goal. When your characters have a goal they want/have to reach, and conflict gets in the way, the plot is clear. Say you need to diffuse a bomb, get the girl you like to fall in love with you, save the planet, defeat the monster, solve the mystery, whatever it is, that's where plot comes out.


What you're talking about is a very general term of the word 'idea'. What you mean to say is people may have a world, and/or characters, but no plot to go along with them.


They can go ahead and wing it, and find the character goals along the way, by introducing bad guys, monsters, love, mystery, etc, to introduce the motivation. However when there's nothing to reach, no goals to obtain, and no conflict to get in the way of obtaining that goal, it gets boring fast. That's why I prefer to go in with goals, or at least a semblance of one, to lead the story forward.
 
I agree with Maelstrom. You need a goal. When creating a story you should make an overarching goal that all characters can strive for in one way or another. Plus each character can have a mini goal. Why are they going off to do this? What do they want to do? With those in mind and a general plot for the characters to follow they can start their journey.


Everything starts out as an idea, but those who really want their idea to become something will find a way to turn that idea into a roleplay. Sadly, especially with the interest section, you are at the mercy of whoever wants to roleplay with you. If anyone is interested in it anyways.
 

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