What I think about things regarding Role PlayingWhile I would argue that this is more about world building than role playing, I've always wanted to put the thoughts I've had into some level of cogency. I think role playing can be very fun when
the conditions are right. When everyone's in the groove, with the game and world
feeling alive, a simple matter of rolling the dice can become far more than just
that. However, if you've used the internet or even just played Dungeons and
Dragons with strangers you know that such things can very quickly go from
"Theatre of the Mind" to a cavalcade of cringey, awkward, body-odor
tinged schlock more at home on someone's Wattpad than anywhere within a million
feet of the real world. This brings me to I guess a good point to end the
paragraph so this whole page isn't just a big block of text: Call it gatekeeping, because that's what it
is and you shouldn't be ashamed of it. Obviously give people who might be new
the benefit of the doubt, but you should try to create a group free of
"freaks" of all stripes. Don't get me wrong, I'm a freak and I'm
friends with a lot of freaks. But I'm not a "freak", you know the
type. Its His/Her (or G*d forbid "Their") way or the highway. Always
dragging their admixture of genocidal/masturbatory fantasies, daddy issues,
and/or angst into the games they play and characters they make. It's not just
that their Bard is a sexpest, it's not just that the reason their Decker is
fighting some totalitarian Corpo-State is over some modern Identity Politics
issue that would make 0 sense in a setting where people have to sell their
organs to eat, it's not just that they murder every NPC they see because
"XP is all I care about". It's that they don't do it in a way that
is novel, organic, or entertaining. ENCOURAGE IF NOT OUTRIGHT FORCE "FLAVOR" Force is a strong word, but just like in life
the application of force is sometimes necessary for better outcomes. I'm sure
you've played 5th Edition Dungeons & Dragons, and have noticed that little
part on the character sheet that says "Bonds", "Flaws",
"Ideas", "Backgrounds", etc. Those aren't simply there for
show, and perhaps something redeemable about 5e. At the end of the day, TTRPG's
are about fun; but a compelling story is often very entertaining. Everyone being
a drifting mercenary for hire certainly is good for one shots and "You all
meet in a tavern" type things, but having a little depth to a character
opens up opportunities for unique interaction between both the player and Game
Master, players with players, and the player with his own character.
These snippets of flavor can help you establish a character's motivations, get
inside their head, and make decisions not as you but as them. BREVITY AND MYSTERY IS ALMOST NEVER BAD You're ready to GM your first game, your palms
sweating with excitement as you furiously type out page after page of lore for
your intricate world. You hit print and bring the 334 page homebrew background
that has the lore for every blade of grass and pebble in the fantasy planet,
leave it on your friend's table, and find it untouched next session with cobwebs
and pizza stains on it. This is unfortunately a story all to common. Just as
nice as it is to have a "living" world in your games, it also sucks to
be caught in an exposition dump at every location. Hardly anyone is going to
sift through volumes of lore about a world that may never see light again due to
a scheduling conflict, and more importantly, it's often fun to fill in the gaps
yourself than have someone else do it for you. "The Rosetta mission found a Door on the comet it
landed on. Nobody knows exactly what it is or does, Not to toot my own horn, but this is most
of the backstory. Every group, character, and piece of the plot can be summed up
in this manner, and that is pretty much all there is to them. It gets you
wondering what exactly everything is. Similarly, leaving some ambiguity in the
world can let you build things as you go. This also ties back into your
characters having flavor to them. Ask your players about things they don't know,
but their characters do. "How exactly do you know this NPC?", "Do
you remember hearing anything about this kind of monster?" (this is the
first time the players have encountered it), or go with it when they say
"Oh I know so and so he lives over on blah blah drive" when the party
finds themselves without a lead. |
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