How to make a better Role Play

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TheDarkPsycho
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How to make a better Role Play

#1

Post by TheDarkPsycho » Thu Mar 26, 2015 7:21 pm

So, I've taken to watching a series on Youtube called LARPs. I make no secret that I feel that LARPers are some of the lowest forms of geeks around, but they just take what we do, and act it out, so who are we to talk, right? :P

Anyways, during the season finale, the GM made a soliloquy that I think we can take something from:

"Yes, the game is not fair. It's weighted in the players favor. How do you think you get the best stories. You put the players against the wall, you make the PC's suffer, and you push them beyond limits the didn't even know they had....and then, just when it's darkest - just when they think that success is impossible - they beat the bad guys. They save the world. The Good Guys win. And /[the GM/] always lose/[s/]."


Our GM's tend to be the people playing the bad guys - who are also playing good guys 9/10 times, but this is so true. So when your blades are bouncing of Blackfoot's skin, or The Collector has the entire team trapped, remember, we do it for the story :P

Thoughts, discussions?
Last edited by TheDarkPsycho on Thu Mar 26, 2015 7:22 pm, edited 1 time in total.
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How to make a better Role Play

#2

Post by The Collector » Fri Mar 27, 2015 2:21 pm

That's exactly right, what's a good story without the drama in the middle, or the unexpected parts that pop up, and how would you get a good story without it being a challenge?

It's never been just about beating the 'game'-after all how fun would it be if you immediately knew the villains motives or weaknesses without the accompanying story to go with it?

Yes I am using C's profile to post in here on purpose :P

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How to make a better Role Play

#3

Post by Mage of Mist » Sat Mar 28, 2015 4:35 am

I agree with this. Whilst it is nice to see one's characters be victorious, it can also be interesting to see how well they fare in situations where, for them, it feels like the world is against them, with unexpected events that throw them off guard and requires them to quickly act or lose... I am fine with either. :P

After all, as C stated above... How can characters develop, adapt and change, if there is nothing to cause that to occur?
For example... The Knights were formed to deal with C, and if it wasn't for the Knights being around, I doubt Thorn would be so, well... Considerate over what she eats, and might have become a villain as she has the capacity to do so... Even now if someone enrages the plant, her evil side shows, such as when she stated she enjoyed Andrew's suffering as he was bored in the seal, though wishes she could make his suffering even worse.
She also knows very well that she isn't the strongest physically or magically, and that she is very different compared to her 'coon-kin'... But she does her best to make up for these, or even turn these disadvantages to her own advantage though strategic planning... And the fact she is a fast thinker and her rather good agility allows her to prolong fights, she can try and pinpoint any weak points on her foe to strike if none are obvious.

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