(Tips & Tricks) How to Keep People In A Role-Play

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I think the most basic of the advices is not letting your RP die. It might sound very obvious and redundant, but some GM forget about that.


While nobody likes railroading, GM are meant to be something more than a GMPC. If nothing outside of player drama ever happens in a RP, people will leave it simply because it will become stale after a while. Expanding the setting, writing important events, posting regularly... all of these make your players see you really care about your game. Nobody will stay around for too long if a GM just starts the RP with "well this is a school BUT WITH MAGIC" and then proceed to romance with his friend's character for the next 20 pages before stopping posting. Small groups of players will be formed, and without any external forces to move the story forward, people will get bored of interacting with the same people over and over without nothing ever happening. Which brings me to my next point.


Pacing is important. I have seen many games where time simply seems to be static, and in sandbox Slice of Life RP where missions are not important this could single handedly kill a game. Talking to another PC for dozens of posts without nothing ever happening will become boring after a while, and if there are no events to change the way they interact, they will be trapped in an endless conversation where time doesn't seem to advance and nobody wants to be impolite and tell the other party they have to leave, because it would be rude to say that you have to go when only an ingame minute since the start of the conversation has passed. Instead, why don't you throw a monster at them, make an alarm sound or simply say that it's getting late? Midnight will probably force most interactions to break so the characters can sleep, which will offer the players an opportunity to talk to other players the next morning.


Pacing is also important for the correct development of characters. I have seen many RP with the "no first day romance" rule, which is actually a good reminder to get in character (unless you are intentionally trying to play a flirty character) for those players who usually go too fast with relationships, but when the first hour takes fifty pages and you have actually talked for what would be days if time flowed correctly, it doesn't make much sense. Yes, it doesn't make much sense to fall in love during the first day, but it also doesn't make much sense to not fall in love if you have been talking for so long you already know each other perfectly. Pacing is important for character progression, be it romance, learning, maturing...


Moving to another thing, I mostly agree with Atom's points. It is very important that each action has consequences, and specially important that players doing stupid things get punished for it.


Alright, let's imagine a realistic setting roleplay. You are a human who has never fought anyone, yet you decide to fight a group of eight armed gangsters with your bare hands. In real life, this would usually mean a certain death or at least severe injury. In mechanics-based roleplays this would also mean the same unless you have pumped all your points onto combat stats (which wouldn't make much sense if you are trying to play as someone who was never trained for this). However, for some reason, in freeform roleplay this is completely normal, and the player will just get a few scratches after defeating each one of them in the flashiest way possible. How can this be acceptable at all?


Of course, the problem is that in freeform roleplay, players don't fear death. The concept of death doesn't even exist in freeform, as deduced by the almost global "don't attack other players" rule (which I kind of understand in freeforms, otherwise Those Guys with murderhobo characters would eventually reduce the RP's population to zero). However, for some reason most GM refuse to kill player characters even after doing stupid things like that. Introduce injuries and deaths for very stupid actions and suddenly everyone will be much more in-character. "Oh, a giant 500 meters mecha with weapons up the wazoo? I will just punch him in the leg and kill him because I have just made up a new ability! What could go wrong? It's not like I can lose".


However, the former tip alone will probably only help you make your players angry. Introduce the concept of rewards for doing well and making smart choices. High risk, high reward situations will add a spontaneity component to your RP, which will help the GM make the players engaged into the story since nobody knows what could happen in the future. Mystery makes good plots, nothing should be extremely predictable (and this includes favoritisms. Not killing a player for doing a stupid action because he is your friend is also predictable. Be neutral).


And for the sake of your players, write about your setting. There is nothing sadder than settings composed of oneliners.
 
Alright, I'm gonna add a bit more to the flow. A major thing in free roam RPs and open worlds.


INTERACTION

Seriously this is important. I just realized this when one of my RPs stalled for a bit. You need to either have people start together or use NPCs for your solo RPers.


We get into this to Role Play with others, not write solo stories. If that was the goal we wouldn't be here. Some people like that but the majority are far more likely to post if you or another player are giving them something to reply to.
 
Structure.


Just saying - players seem to stick around when they believe you have a plan and are working towards it, with clear goals, boundaries, and abilities.
 
Excellent.

Grey said:
Structure.
Just saying - players seem to stick around when they believe you have a plan and are working towards it, with clear goals, boundaries, and abilities.
Yes. I'm from the camp where RPs should have distinguished and reachable ends. I push it hard. What you state is a big reason why. It's better to have something be collected and short, rather than long, tenuous, and undefined. If people want a part 2, go ahead and start it. As for anything unexpected coming up, define the issue, then nip it in the bud right then and there. :5/5:

Atom said:
Alright, I'm gonna add a bit more to the flow. A major thing in free roam RPs and open worlds.
INTERACTION

Seriously this is important. I just realized this when one of my RPs stalled for a bit. You need to either have people start together or use NPCs for your solo RPers.


We get into this to Role Play with others, not write solo stories. If that was the goal we wouldn't be here. Some people like that but the majority are far more likely to post if you or another player are giving them something to reply to.
Most def. I have something to say about this. You're right, but I feel some of the burden has to be taken off the GM. Some GMs know what their responsibilities are and throw a lot at the players. However, sometimes the players just don't get the light. A GM interacts with two characters and sets up an event that drags them together. Yet both stand awkwardly barely noticing each other, waiting for more interaction with the GM. Some onus should really be on the player. I can't see any reason a Game-Master would be at fault in that kind of situation.

Blumenkranz said:
I think the most basic of the advices is not letting your RP die. It might sound very obvious and redundant, but some GM forget about that.
While nobody likes railroading, GM are meant to be something more than a GMPC. If nothing outside of player drama ever happens in a RP, people will leave it simply because it will become stale after a while. Expanding the setting, writing important events, posting regularly... all of these make your players see you really care about your game. Nobody will stay around for too long if a GM just starts the RP with "well this is a school BUT WITH MAGIC" and then proceed to romance with his friend's character for the next 20 pages before stopping posting. Small groups of players will be formed, and without any external forces to move the story forward, people will get bored of interacting with the same people over and over without nothing ever happening. Which brings me to my next point.


Pacing is important. I have seen many games where time simply seems to be static, and in sandbox Slice of Life RP where missions are not important this could single handedly kill a game. Talking to another PC for dozens of posts without nothing ever happening will become boring after a while, and if there are no events to change the way they interact, they will be trapped in an endless conversation where time doesn't seem to advance and nobody wants to be impolite and tell the other party they have to leave, because it would be rude to say that you have to go when only an ingame minute since the start of the conversation has passed. Instead, why don't you throw a monster at them, make an alarm sound or simply say that it's getting late? Midnight will probably force most interactions to break so the characters can sleep, which will offer the players an opportunity to talk to other players the next morning.


Pacing is also important for the correct development of characters. I have seen many RP with the "no first day romance" rule, which is actually a good reminder to get in character (unless you are intentionally trying to play a flirty character) for those players who usually go too fast with relationships, but when the first hour takes fifty pages and you have actually talked for what would be days if time flowed correctly, it doesn't make much sense. Yes, it doesn't make much sense to fall in love during the first day, but it also doesn't make much sense to not fall in love if you have been talking for so long you already know each other perfectly. Pacing is important for character progression, be it romance, learning, maturing...


Moving to another thing, I mostly agree with Atom's points. It is very important that each action has consequences, and specially important that players doing stupid things get punished for it.


Alright, let's imagine a realistic setting roleplay. You are a human who has never fought anyone, yet you decide to fight a group of eight armed gangsters with your bare hands. In real life, this would usually mean a certain death or at least severe injury. In mechanics-based roleplays this would also mean the same unless you have pumped all your points onto combat stats (which wouldn't make much sense if you are trying to play as someone who was never trained for this). However, for some reason, in freeform roleplay this is completely normal, and the player will just get a few scratches after defeating each one of them in the flashiest way possible. How can this be acceptable at all?


Of course, the problem is that in freeform roleplay, players don't fear death. The concept of death doesn't even exist in freeform, as deduced by the almost global "don't attack other players" rule (which I kind of understand in freeforms, otherwise Those Guys with murderhobo characters would eventually reduce the RP's population to zero). However, for some reason most GM refuse to kill player characters even after doing stupid things like that. Introduce injuries and deaths for very stupid actions and suddenly everyone will be much more in-character. "Oh, a giant 500 meters mecha with weapons up the wazoo? I will just punch him in the leg and kill him because I have just made up a new ability! What could go wrong? It's not like I can lose".


However, the former tip alone will probably only help you make your players angry. Introduce the concept of rewards for doing well and making smart choices. High risk, high reward situations will add a spontaneity component to your RP, which will help the GM make the players engaged into the story since nobody knows what could happen in the future. Mystery makes good plots, nothing should be extremely predictable (and this includes favoritisms. Not killing a player for doing a stupid action because he is your friend is also predictable. Be neutral).


And for the sake of your players, write about your setting. There is nothing sadder than settings composed of oneliners.
First off, welcome to the site Blue-Mu! (:3). Okay. You should stop hiding and answer in threads more xD . Everything you said was great. I like the idea of punishments/rewards. Will def incorporate that. Now, for killing a character. What would you do if a player said, "Kill them and I'm leaving the role-play?"





Finally, I don't know about the setting. Is it really necessary to flesh it out? I've found conflicting views on this. It seems like one of the least important aspects. Why flesh out a zone you're only going to be in for 4 posts? The energy seems better spent being out into the story or an upcoming trap.
 
Interesting, helpful stuff! I thought I was doing things alright but there's a lot of helpful stuff in here now that makes me realise retrospectively why a certain previous RP of mine did so well whilst the others haven't, so thanks for that! Said successful RP had a PM ooc, had a definite risk of injuries (something I pushed from the start, so will definitely remember to do that in the future), and fairly regular twists/changes to react to. The former two I've not specified in my more recent RPs, so this is a good reminder to do so again!


I guess generally, if you want to keep people in your RP, you have to write and act like that's what you want. So perhaps focussing your writing largely on RP-based things like dialogue and things to react to than going massively overboard on excess detail? I guess it all depends on what you're trying to achieve.


Another thing; I agree with Grey that structuring is fairly important, and it's something I always try and do. However, in recent times, I've found it to have an adverse affect at times. Saying things like 'There'll be a big plot post coming on such-a-such day' gives players an incentive to not post until the last minute possible. It's probably part of the approach though, and certainly having clearly stated goals and boundaries and stuff is useful.


Good tips, and I've definitely gone away with some helpful stuff for future reference! (^.^)
 
@SkyGinge


Ah. I saw structuring a different way. As in the players don't necessarily have to know, or have an outline of what you're going to do, but if they ask what's next, you actually have a clue. It may not turn out quite how you like, but you actually have a clue. Personally, nothing turns me off more than asking what's next and getting told I don't know. That's crazy. It makes me think: then why am I here?


At least give out an, I have a pretty good idea; you'll see. Let me note, Grey's value/definition of structure is probably different from yours since he does Dice-Roleplays (from what I've seen), while you're free-form if I'm correct. Yeah, I stalk you too.


Regarding focusing on RP-based things, good point. I guess it can go either way. Some people get a real kick out of lots of detail. In that case, my tip would be if new to role-playing, go for more action over detail. It's better to get to where you need to go in a Toyota Corolla, then sit in a Lamborghini Gallardo and not move at all.


P.S.:Nothing against Toyotas.
 
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We should compile all these tips into a big guide and put it somewhere important. Or just do something to get people to read it.
 
Atom said:
We should compile all these tips into a big guide and put it somewhere important. Or just do something to get people to read it.
Haha. It's complicated. Whoever sees it, sees it =P. Just enjoy the material we've been able to get so far. I would definitely love to continue the conversation.
 
No, you're correct, Masquerade - when my players seem to be wondering what's next, my answer is "you'll see" or a hint of some kind.


The only reason the dice part might be relevant is because those RPs, in my experience, have more complete and functional settings - which means sometimes I only have to present my players with one line from a longer piece of dialogue and they'll immediately start pondering the ramifications.


As a good example, I recently faced the cast of Darkening Skies with something none of the characters and two of the players had ever heard of, but which had various implications within the setting as they understood it. This lead to some really interesting scenes where the characters argued and speculated, and the players tried to guess what horrible thing I had in store for them this time.
 
@White Masquerade : Well, it's not as if I tell them exactly what's coming; like Grey, I'll drop hints to those interested, ect. Just telling them when to expect a post lets them know I'm not abandoning them :') Might experiment around next time though and see what happens if I just do hints and things! Grey's structuring, as he says, will benefit from being more functional and systematic purely from the dice stuff, but that's not to say we can't take tips and positives from that medium into the world of free-form!
 
It's seriously not entirely about the system, though. I've got like 40k words of setting for the players to work with. Hand them tools and they'll carve you a masterpiece while you're not looking.
 
[QUOTE="White Masquerade]First off, welcome to the site Blue-Mu! (:3). Okay. You should stop hiding and answer in threads more xD . Everything you said was great. I like the idea of punishments/rewards. Will def incorporate that. Now, for killing a character. What would you do if a player said, "Kill them and I'm leaving the role-play?"



Finally, I don't know about the setting. Is it really necessary to flesh it out? I've found conflicting views on this. It seems like one of the least important aspects. Why flesh out a zone you're only going to be in for 4 posts? The energy seems better spent being out into the story or an upcoming trap.

[/QUOTE]
Thank you! I just hang out in roleplays, this is the first time I have visited a non-RP subforum. Will try to come here more often.


If you are feeling benevolent towards your players, you could try to warn them that they are doing something very stupid and if they follow that path they are going to be killed. If even then, they decide to carry on, they were just asking for it. If the player throws a fit even after being warned that they couldn't do that, they were probably not worth to keep around, anyway.


Also, regarding the setting, it all depends on the kind of RP you are running. If you are running a fantasy game, you should define very well how does magic work, the races available in your setting (unless it's totally freeform) and even a quick description of the overworld so players know about the cities or locations they can visit. The more descriptions, the merrier, specially if they are kept in a tab of their own (because new players don't want to read >1000 IC posts to understand what's going on). If it's a sci-fi roleplay, it's also very important to describe the state of the world: politics, planets, technology... Fleshing out settings in modern/realistic roleplays is much less "hardcore", but you should still write a bit about what makes your setting special. Even if your setting isn't that special at all, like realistic contemporary high school games, you should write about available locations. Fandom roleplays might be an exception to this. The setting is already fleshed out, although it would be nice to give a small description about the world or talk about available locations for players who might not be lore buffs of the franchise.


Whatever it is, it's important to write about your setting. It shows your players that you care about the universe you have made and that you have thought about it, which could attract more players. Recently, I looked at a RP with a type of setting I would like to play in, but ran away when I saw all that was written about the setting was a oneliner description. It gave me the impression that the roleplay wasn't going to last much, probably dying just a few pages in when the GM got tired about it. I could be mistaken, but it just looked like the GM didn't care about her game at all.


However, this doesn't mean you should write a novel about it. Keep your descriptions light and concise so it is much easier to read for new players, just enough so they can get a clear idea about what it is. Also watch out the formatting of your lore tabs: if they are well written and look clean, people will be more likely to read them.
 
Blumenkranz said:
Of course, the problem is that in freeform roleplay, players don't fear death. The concept of death doesn't even exist in freeform, as deduced by the almost global "don't attack other players" rule (which I kind of understand in freeforms, otherwise Those Guys with murderhobo characters would eventually reduce the RP's population to zero). However, for some reason most GM refuse to kill player characters even after doing stupid things like that. Introduce injuries and deaths for very stupid actions and suddenly everyone will be much more in-character. "Oh, a giant 500 meters mecha with weapons up the wazoo? I will just punch him in the leg and kill him because I have just made up a new ability! What could go wrong? It's not like I can lose".
I realize the above paragraph is a generalization, but I'd like to comment on the exceptions. Death does exist in freeforms, the player just usually has to plan for it. And I'm in the camp that narratively speaking, that's almost always better. Same for combat losses and their resulting serious injuries. I wound my characters, terrify my characters, torture my characters, and sometimes even kill my characters. And nearly every time I do so it's been more rewarding than simply stapling on an unexpected GM punishment/disability.


But this is really player dependent. I punish my characters to the point where the GM rarely feels the need to pile on. I like my characters in conflict, in conflict with horrifying threats, and I enjoy seeing them take abuse to hopefully rise above it all later.


Anyway, the point is, there are definitely other players like me who never think: "What can go wrong? it's not like I can lose". Rather I often think: "Whats the most interesting outcome that could happen here?"
 
Bone2pick said:
I realize the above paragraph is a generalization, but I'd like to comment on the exceptions. Death does exist in freeforms, the player just usually has to plan for it. And I'm in the camp that narratively speaking, that's almost always better. Same for combat losses and their resulting serious injuries. I wound my characters, terrify my characters, torture my characters, and sometimes even kill my characters. And nearly every time I do so it's been more rewarding than simply stapling on an unexpected GM punishment/disability.
But this is really player dependent. I punish my characters to the point where the GM rarely feels the need to pile on. I like my characters in conflict, in conflict with horrifying threats, and I enjoy seeing them take abuse to hopefully rise above it all later.


Anyway, the point is, there are definitely other players like me who never think: "What can go wrong? it's not like I can lose". Rather I often think: "Whats the most interesting outcome that could happen here?"
First off. Welcome to the site! (^.^)


Heyo Bone2pick! *Raises hand* I am one of them lol. Though at first, not by choice. Battles would always drag on because no one would want their side to lose. It was...crazy. So I just thought, okay this is awkward; let me just die or get my arm severed so this could move on. After a while of doing that, I really came to enjoy it. Like you say, it's definitely rewarding not only to yourself, but other players who see your character is not invincible. I'm very comfortable in that roll, and it led me to becoming a GM/player today, that uses it to get over the hump and move things along. It really makes you humble...


and boosts up the rate of your Rp's success by over 30%! That is ALWAYS a plus.


P.S.: Made up the percentage. It really does help with the story's success though.
 
Also, do not forget the Principal Art of GMing:


Convincing the players it was their idea.
 
Grey said:
Also, do not forget the Principal Art of GMing:
Convincing the players it was their idea.
Example please! How would one go about doing this, just for the record?
 
It's a matter of dropping hints, manipulating facts, and getting a handle on your players. If you know which shadows they tend to jump at you can angle the light just so.


It requires a holistic approach, so it's hard to explain. Let me dig through some of my ongoing RPs and see what if I can find a clear example.
 

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