
I prefer interpersonal drama over sweeping epic storylines. While it's fun to cut loose and mow down unnamed mooks and stop the Bad Guy, it's very difficult to find roleplayers playing villains who let them actually die. It usually ends up being a long series of escaping I'll-get-you-next-time-Gadget scenarios that just feel flat. Then again, I play pretty straight forward smite-evil-until-it-dies characters, so knowing there will never be a payoff wherein the evil-doer gets their comeuppance makes it unfun for me. It's the same feeling I've always had in tabletop: Unwinnable encounters are bullshit, and if something can be stopped because your players outsmart you, let them.
I've always felt the best roleplay (and stories, really) are the ones that resonate and make us feel things. Budding romances and new friendships, learning other people and feeling them out: These are the things I look for in RP. The framework of a plot can only ever be as interesting as the people involved and carrying that plot forward, and I care more about them than what they do.
I've always felt the best roleplay (and stories, really) are the ones that resonate and make us feel things. Budding romances and new friendships, learning other people and feeling them out: These are the things I look for in RP. The framework of a plot can only ever be as interesting as the people involved and carrying that plot forward, and I care more about them than what they do.