Post by Eyrothath on Apr 14, 2009 21:05:04 GMT -5
Many of the best plots of the past were more or less spontaneous, but still a good number of players put a lot of thought and preparation into them.
So what makes long term conflicts and plots between guilds successful?
These are my thoughts on what makes a good what I call player-run GM..
When a potential conflict is brewing between two guilds, you will often begin to form a plan. These are some useful steps to go through:
0. First of all decide: Do you want to create a good story or do you want to win? If you want to win. Forget about the rest and do it (It wont be a good story to anyone but yourself and maybe your guild though) but you might win Smile. If you want a good story then read on.
1. First set some goals for your character and your guild in the conflict. That is a good way to begin, but to form a storyline that have a chance to endure, you need to think much further. Try see step one as a way to get your imagination into drive. Step one alone can usually kill any nice plot-line if you "run" one side in a plot/conflict.
2. When planning your next move in any RP conflict, try also to consider your opponents possible response to your move. If you conclude that he has one or two responsible ways to react then rethink your action. Try not to limit your opponents choices too much.
3. Now try to imagine yourself in your opponents place. What do you think he could do to make the story even better? Is there any IC action you could take to encourage that? Rethink your next move again. Try be true to your character though.
4. Allow other players to change the plot-line around, but accept that you will have to draw lines. Be open-minded when side-plots form, but try finish what you started, don't get completely sidetracked yourself.
5. When trying to set a theme for the conflict, try think of what role you would see your opponent in, not yourself. Obviously your opponents is not likely to take that exact role but it will help yourself to go into RP with a different attitude.
So what makes long term conflicts and plots between guilds successful?
These are my thoughts on what makes a good what I call player-run GM..
When a potential conflict is brewing between two guilds, you will often begin to form a plan. These are some useful steps to go through:
0. First of all decide: Do you want to create a good story or do you want to win? If you want to win. Forget about the rest and do it (It wont be a good story to anyone but yourself and maybe your guild though) but you might win Smile. If you want a good story then read on.
1. First set some goals for your character and your guild in the conflict. That is a good way to begin, but to form a storyline that have a chance to endure, you need to think much further. Try see step one as a way to get your imagination into drive. Step one alone can usually kill any nice plot-line if you "run" one side in a plot/conflict.
2. When planning your next move in any RP conflict, try also to consider your opponents possible response to your move. If you conclude that he has one or two responsible ways to react then rethink your action. Try not to limit your opponents choices too much.
3. Now try to imagine yourself in your opponents place. What do you think he could do to make the story even better? Is there any IC action you could take to encourage that? Rethink your next move again. Try be true to your character though.
4. Allow other players to change the plot-line around, but accept that you will have to draw lines. Be open-minded when side-plots form, but try finish what you started, don't get completely sidetracked yourself.
5. When trying to set a theme for the conflict, try think of what role you would see your opponent in, not yourself. Obviously your opponents is not likely to take that exact role but it will help yourself to go into RP with a different attitude.