Post by Deilakrion on May 27, 2008 17:20:39 GMT -5
Limitless: A short guide to building encounters
Long title, eh? This time we're back for a look at how to develop an rp encounter into something with a little more pizazz. I can say pizazz because I think I just mauled the spelling of it. Moving along, this session is to help rpers with dead-heads (ahahaha, reference. I keep referencing that. *cough*) expand the plot they are currently working on or build one so their rp does not degenerate into looping or dull posts. Please note that this is what I do to extend plots and build encounters. If anyone has anything to add, please do so.
Furthermore, please note that these ideas are set for quality rp. I don't count most tavern encounters under quality rp, unless it is a staging point for some other aspect. This is also for a specific meeting between two or more characters, which has perhaps been prearranged between the players (I have had a few rps without having talked to the player ahead of time, but those were low quality rps. I would recommend talking to the player ahead of time). I'm talking about long(ish) posts and the like.
Alrighty, so you've stepped into a rp scenario. Perhaps you've got something mapped out, perhaps not. We'll start out assuming the meeting has been arranged without discussion of plot. To fully take advantage *of* the scene, I'm going to assume you've read the other guide I wrote about extending your post. If you haven't, scoot. Now, you've considered the six or so questions I've asked in the other one, and used them to your advantage when writing your post. Here's a twist upon those questions. I mean these in a polite way; don't think I'm being elitist or other bull for the intent of exclusion. Here goes.
1.) Theme.
This will dictate how your rp pans out. All this is is determining what you will pit your characters up against. It can be as easy or complicated as you want it. For example, here are a few easy options: fight, flood, plague, mystery, trapped, war, wander etc. Here's a few more complicated options: characters witness a fight break out between two thieves, and an important item is dropped as they kill eachother; a strange odor is emanating from a cave, and the two meet up while investigating it; racial tensions run high as the two are plunged into a very unfriendly area; and maybe one has hurt him/herself while up on the mountains and is stranded until someone passes by (complicate this by having the injured person be attacked by a roc or similar mountain creature). Once you've got this figured out, it's time for. . .
2) Location.
What is the general idea of the place you are in, and are there any oddities you can add to it? I usually dictate my rp plots through confrontations of something: whether it be an object, person, thing or place. However, this location is going to be the scene for where your plot starts. It could be where your char is at now, or somewhere else you would like them to go. You want to place it somewhere the atmosphere feels *right*. For example, if you're having a bad storm you'd likely want it somewhere to emphasize the storm, like a coast or open ground. Throw some shelter nearby if you think you'll need it. If you want to have a fire, it'd be good to do that in an area where it will make for good drama. A desert oasis will make a bad spot for a fire if you want maximum exposure to said fire. Might want to do it on a prairie or forest. Having a showdown between two gangs? A meadow probably won't convey the feel you want. Best to find some alleys or an empty house. Etc and so on. Do you want it to be in a dark place? Or with a lot of light? Location is a good place to start for burdgeoning plot lines.
3.) People.
Who are you rping with? Sometimes it's good to simplify plotlines if the people involved can't adequetely manage an in-depth plotline without a lot of support (ie, 2-3 strong rpers and 1 weak rper). This should also help to dictate how you start. Strong rpers will be able to pick up and infer a lot from something you write as far as setting it up goes. Weak rpers will need to be nudged along by you, and you'll largely be revealing the plot. Heh, strangely enough, it's easier to move a plot along how you want it to with weak rpers. However, strong rpers will keep creativity levels high and keep you on your toes. IT IS IMPORTANT TO NOTE: because you are dealing with people, you should not EVER expect your plot to progress 100% how you want it to. What I usually do is set up points in my mind. For instance, right now I'm executing a plot on the coast with a boat, dead birds and an approaching storm. Point one: involved characters meet on shore. Point two: Involved characters swim out to and board boat. Point three: Involved characters get caught in storm and go downstairs into ship's bowels. Point four: Involved characters find something dangerous.
That would be the limit of my points. As each point progresses, more variables are introduced to the plot, which makes it likelier that deviations will occur. Around point three I would start developing more ideas for what could happen next. Now, with that said here's the clincher. I consider there to be three types of plot deviations. Enrichment deviations, plain deviations and dry deviations. Enrichment is the kind you want. These sort of posts will offer leads for you to follow and build upon, and the plot will burst with all sorts of fun ideas to follow. It will more become a shared experience, and you will likely not point anymore but guide and be guided as all involved characters take part in shaping the plot.
Plain deviations happen as a matter of course. These are the little quirks other players will have that will change things here and there but don't really add or detract to it overall. You'll be able to pick up where your partners leave off and shape things as you desire, at the cost of having to do most of the heavy work yourself.
Dry deviations are the bane of rp. Not only will the involved characters give you plot twists, but they'll be lifeless, dull and suck the creativity right out of you. Anyone is capable of these, but usually it will fall upon the back of the inexperienced and unsure. I know I myself have been guilty of these suckers, however, so understand that it's one of those things that kills the rp for all involved. Usually best to go do something else if this winds up drying up your will to live.
So yes, people are important. Plan accordingly.
4.) Set up.
Now, if you're running this show it's best you set the scene accordingly. I usually like to write up a lengthy post detailing first the scene, second Deilakrion, third Deilakrion's interaction with the scene. Sometimes it will start in a place remote from where I intend to go. If I intend to move around, I will alert everyone involved oocly and make sure everyone knows how to go. I try not to count on characters following Deil; some just don't want to follow her that far. I usually introduce some of the elements up front and a few more later on. I find that if the plot is straying too far from where I want it to be I'll bring one of these things up. It's never exact, but if it was it wouldn't be any fun.
Here is my starting post from recent rp:
/:: The sky overhead was dismal, but the promise of blue showed through the stormy greys. Below, the water churned about , burbling happy though its color near reflected the sullen tones of the atmosphere. It splashed upon the Cenril shore, seeping up through the rocks to leave deposits within the rockpools that had formed upon the exit of the last tide. Upon one of these rocks the elf crouched, scrawny hide prickled in the chill wind that picked up every now and again from the direction of the sea. She was staring out seaward at a large ship which had crashed and sunk partway, propped up by the very coral that had killed it. The decks were apparently empty from what one could tell at that distance, but further details could not be ascertained. A few birds floated around the ship, but the water was littered with hundreds of them, and many feathers had washed ashore to be collected at the water break. Her hair was wet.
Now, in my mind it's understood that the ship will be the theme of the rp, and that we will be gravitating towards that ship. It's a mystery, and a danger: a combination most people find hard to resist. I've added dead birds as a tool for foreshadowing: all it does is make the danger more blunt. Not having the birds would still leave us with a mysterious dead ship, but I do think they twist the old 'ghost ship' adage a tad bit. We also know there's a storm incoming by the wind and the distant thunder. It gives the players several things to play with and work off of, something that will be important to keep posts diverse and interesting. If you're leading any sort of rp, you are the one responsible for making sure people have things to play off of. Don't make any dead or dry posts, as you're ruining the experience. Leave some things open. Introduce a new situation. Invite interaction. Have something unexpected happen. If those involved are strong, then give them subtleties they can build upon. If they're weak, then be obtuse. An example could be an open door.
Description for strong rper: Beyond Deilakrion's form, darkness reigned supreme. Several things seemed to appear within the darkness, odd shapes and what appeared to be a deeply shadowed doorway. The elf, however, was entirely too engrossed with the slimy pool to notice any of it.
Description from weak rper: Beyond Deilakrion's form, darkness reigned supreme. Several things seemed to appear within the darkness, odd shapes and most noticeably a shadowed doorway that seemed to beckon wary travellers into the confines beyond. The elf, however, was entirely too engrossed with the slimy pool to notice any of it.
In both cases I am encouraging other rpers to take the initiative. Sometimes it works, sometimes not. Sometimes the rpers I am involved with don't need a shadowed door to initiate something engaging. No matter what, though, I have given them something to work with, even if they don't choose to use it.
I hope this has helped a little bit. When I first started rping, forced encounters led to nowhere. Unless someone takes control of the situation, oftentimes nothing interesting will happen, which always leads to more pointless tavern rp. Take a chance and go somewhere. Save a dragon. Kill a knight. Walk the path of visions and dreams. ALWAYS remember: your imagination is your only limit. You can do anything. One time I even turned Kelay Tavern into a futuristic hangout, and all were invited. Only one person complained, so I got to have my night. Confused the admin online to hell, but I think just about everyone had some fun. So expand your rps! Have some fun with it.
Long title, eh? This time we're back for a look at how to develop an rp encounter into something with a little more pizazz. I can say pizazz because I think I just mauled the spelling of it. Moving along, this session is to help rpers with dead-heads (ahahaha, reference. I keep referencing that. *cough*) expand the plot they are currently working on or build one so their rp does not degenerate into looping or dull posts. Please note that this is what I do to extend plots and build encounters. If anyone has anything to add, please do so.
Furthermore, please note that these ideas are set for quality rp. I don't count most tavern encounters under quality rp, unless it is a staging point for some other aspect. This is also for a specific meeting between two or more characters, which has perhaps been prearranged between the players (I have had a few rps without having talked to the player ahead of time, but those were low quality rps. I would recommend talking to the player ahead of time). I'm talking about long(ish) posts and the like.
Alrighty, so you've stepped into a rp scenario. Perhaps you've got something mapped out, perhaps not. We'll start out assuming the meeting has been arranged without discussion of plot. To fully take advantage *of* the scene, I'm going to assume you've read the other guide I wrote about extending your post. If you haven't, scoot. Now, you've considered the six or so questions I've asked in the other one, and used them to your advantage when writing your post. Here's a twist upon those questions. I mean these in a polite way; don't think I'm being elitist or other bull for the intent of exclusion. Here goes.
1.) Theme.
This will dictate how your rp pans out. All this is is determining what you will pit your characters up against. It can be as easy or complicated as you want it. For example, here are a few easy options: fight, flood, plague, mystery, trapped, war, wander etc. Here's a few more complicated options: characters witness a fight break out between two thieves, and an important item is dropped as they kill eachother; a strange odor is emanating from a cave, and the two meet up while investigating it; racial tensions run high as the two are plunged into a very unfriendly area; and maybe one has hurt him/herself while up on the mountains and is stranded until someone passes by (complicate this by having the injured person be attacked by a roc or similar mountain creature). Once you've got this figured out, it's time for. . .
2) Location.
What is the general idea of the place you are in, and are there any oddities you can add to it? I usually dictate my rp plots through confrontations of something: whether it be an object, person, thing or place. However, this location is going to be the scene for where your plot starts. It could be where your char is at now, or somewhere else you would like them to go. You want to place it somewhere the atmosphere feels *right*. For example, if you're having a bad storm you'd likely want it somewhere to emphasize the storm, like a coast or open ground. Throw some shelter nearby if you think you'll need it. If you want to have a fire, it'd be good to do that in an area where it will make for good drama. A desert oasis will make a bad spot for a fire if you want maximum exposure to said fire. Might want to do it on a prairie or forest. Having a showdown between two gangs? A meadow probably won't convey the feel you want. Best to find some alleys or an empty house. Etc and so on. Do you want it to be in a dark place? Or with a lot of light? Location is a good place to start for burdgeoning plot lines.
3.) People.
Who are you rping with? Sometimes it's good to simplify plotlines if the people involved can't adequetely manage an in-depth plotline without a lot of support (ie, 2-3 strong rpers and 1 weak rper). This should also help to dictate how you start. Strong rpers will be able to pick up and infer a lot from something you write as far as setting it up goes. Weak rpers will need to be nudged along by you, and you'll largely be revealing the plot. Heh, strangely enough, it's easier to move a plot along how you want it to with weak rpers. However, strong rpers will keep creativity levels high and keep you on your toes. IT IS IMPORTANT TO NOTE: because you are dealing with people, you should not EVER expect your plot to progress 100% how you want it to. What I usually do is set up points in my mind. For instance, right now I'm executing a plot on the coast with a boat, dead birds and an approaching storm. Point one: involved characters meet on shore. Point two: Involved characters swim out to and board boat. Point three: Involved characters get caught in storm and go downstairs into ship's bowels. Point four: Involved characters find something dangerous.
That would be the limit of my points. As each point progresses, more variables are introduced to the plot, which makes it likelier that deviations will occur. Around point three I would start developing more ideas for what could happen next. Now, with that said here's the clincher. I consider there to be three types of plot deviations. Enrichment deviations, plain deviations and dry deviations. Enrichment is the kind you want. These sort of posts will offer leads for you to follow and build upon, and the plot will burst with all sorts of fun ideas to follow. It will more become a shared experience, and you will likely not point anymore but guide and be guided as all involved characters take part in shaping the plot.
Plain deviations happen as a matter of course. These are the little quirks other players will have that will change things here and there but don't really add or detract to it overall. You'll be able to pick up where your partners leave off and shape things as you desire, at the cost of having to do most of the heavy work yourself.
Dry deviations are the bane of rp. Not only will the involved characters give you plot twists, but they'll be lifeless, dull and suck the creativity right out of you. Anyone is capable of these, but usually it will fall upon the back of the inexperienced and unsure. I know I myself have been guilty of these suckers, however, so understand that it's one of those things that kills the rp for all involved. Usually best to go do something else if this winds up drying up your will to live.
So yes, people are important. Plan accordingly.
4.) Set up.
Now, if you're running this show it's best you set the scene accordingly. I usually like to write up a lengthy post detailing first the scene, second Deilakrion, third Deilakrion's interaction with the scene. Sometimes it will start in a place remote from where I intend to go. If I intend to move around, I will alert everyone involved oocly and make sure everyone knows how to go. I try not to count on characters following Deil; some just don't want to follow her that far. I usually introduce some of the elements up front and a few more later on. I find that if the plot is straying too far from where I want it to be I'll bring one of these things up. It's never exact, but if it was it wouldn't be any fun.
Here is my starting post from recent rp:
/:: The sky overhead was dismal, but the promise of blue showed through the stormy greys. Below, the water churned about , burbling happy though its color near reflected the sullen tones of the atmosphere. It splashed upon the Cenril shore, seeping up through the rocks to leave deposits within the rockpools that had formed upon the exit of the last tide. Upon one of these rocks the elf crouched, scrawny hide prickled in the chill wind that picked up every now and again from the direction of the sea. She was staring out seaward at a large ship which had crashed and sunk partway, propped up by the very coral that had killed it. The decks were apparently empty from what one could tell at that distance, but further details could not be ascertained. A few birds floated around the ship, but the water was littered with hundreds of them, and many feathers had washed ashore to be collected at the water break. Her hair was wet.
Now, in my mind it's understood that the ship will be the theme of the rp, and that we will be gravitating towards that ship. It's a mystery, and a danger: a combination most people find hard to resist. I've added dead birds as a tool for foreshadowing: all it does is make the danger more blunt. Not having the birds would still leave us with a mysterious dead ship, but I do think they twist the old 'ghost ship' adage a tad bit. We also know there's a storm incoming by the wind and the distant thunder. It gives the players several things to play with and work off of, something that will be important to keep posts diverse and interesting. If you're leading any sort of rp, you are the one responsible for making sure people have things to play off of. Don't make any dead or dry posts, as you're ruining the experience. Leave some things open. Introduce a new situation. Invite interaction. Have something unexpected happen. If those involved are strong, then give them subtleties they can build upon. If they're weak, then be obtuse. An example could be an open door.
Description for strong rper: Beyond Deilakrion's form, darkness reigned supreme. Several things seemed to appear within the darkness, odd shapes and what appeared to be a deeply shadowed doorway. The elf, however, was entirely too engrossed with the slimy pool to notice any of it.
Description from weak rper: Beyond Deilakrion's form, darkness reigned supreme. Several things seemed to appear within the darkness, odd shapes and most noticeably a shadowed doorway that seemed to beckon wary travellers into the confines beyond. The elf, however, was entirely too engrossed with the slimy pool to notice any of it.
In both cases I am encouraging other rpers to take the initiative. Sometimes it works, sometimes not. Sometimes the rpers I am involved with don't need a shadowed door to initiate something engaging. No matter what, though, I have given them something to work with, even if they don't choose to use it.
I hope this has helped a little bit. When I first started rping, forced encounters led to nowhere. Unless someone takes control of the situation, oftentimes nothing interesting will happen, which always leads to more pointless tavern rp. Take a chance and go somewhere. Save a dragon. Kill a knight. Walk the path of visions and dreams. ALWAYS remember: your imagination is your only limit. You can do anything. One time I even turned Kelay Tavern into a futuristic hangout, and all were invited. Only one person complained, so I got to have my night. Confused the admin online to hell, but I think just about everyone had some fun. So expand your rps! Have some fun with it.