
From the looks of it, you've already got a lot of sick tipz n' trix to make a successful FC storyline, but I figure I'll throw in my own brief comments.
Not going to answer all 4 questions because I don't have the time to write it and you probably won't want to read all of it anyway. I'll just relate my own experience.
So anyways, my FC is similarly beginning a potentially long storyline, and for the first time in recent memory it doesn't revolve around the game's main story. What we found, and this is pretty circumstantial, is that you can make it fun without revolving it around a single individual by giving everyone a big part to play. I'll use us as an example:
We all recently came back from a long hiatus, and we've basically begun what we call "Misericorde Phase 2" in which really none of the original members are around anymore. They've since been Fantasia'd and name changed to our current characters, but we keep them around with Skype RP and reference them with our current characters. Our big scenario right now is: The original members are missing, and where have they gone? Everyone gets to be equally involved because it's multiple characters (our characters) that are missing and we basically have a big, loose framework of how it's going to play out in the end, but we're doing pure improv up to that point. This way everyone is important and everyone has a voice. We seriously passed around a non-functioning linkpearl for two hours last night, building on each other's descriptions until it became way cooler than it started.
You just have to make sure your group is one that jives well together to begin with. If one person has a different world-view than everyone else (for instance, we're kind of the cosmic horror/gritty realism types, so a jpop catboy might want to take his story to a different direction) then the story might veer off to a place that upsets others, and begin to feel one-sided.Â
Sorry, this is very anecdotal and super rambly. My point is A. Keep it loose, B. Know where you're going, C. Know your people, D. Improv can work out really well if you feel like you've put yourself in a corner, as long as A-C are accomplished.Â
Hope that helped. Maybe it didn't. Idk, I'm not a mind-reader.
Side note: This is also coming from a very small FC, and we've known each other a while. It might not work for your dynamic, especially the idea of improv-ing your way out of corners. But give it a try if you want. It's just a game after all.
Not going to answer all 4 questions because I don't have the time to write it and you probably won't want to read all of it anyway. I'll just relate my own experience.
So anyways, my FC is similarly beginning a potentially long storyline, and for the first time in recent memory it doesn't revolve around the game's main story. What we found, and this is pretty circumstantial, is that you can make it fun without revolving it around a single individual by giving everyone a big part to play. I'll use us as an example:
We all recently came back from a long hiatus, and we've basically begun what we call "Misericorde Phase 2" in which really none of the original members are around anymore. They've since been Fantasia'd and name changed to our current characters, but we keep them around with Skype RP and reference them with our current characters. Our big scenario right now is: The original members are missing, and where have they gone? Everyone gets to be equally involved because it's multiple characters (our characters) that are missing and we basically have a big, loose framework of how it's going to play out in the end, but we're doing pure improv up to that point. This way everyone is important and everyone has a voice. We seriously passed around a non-functioning linkpearl for two hours last night, building on each other's descriptions until it became way cooler than it started.
You just have to make sure your group is one that jives well together to begin with. If one person has a different world-view than everyone else (for instance, we're kind of the cosmic horror/gritty realism types, so a jpop catboy might want to take his story to a different direction) then the story might veer off to a place that upsets others, and begin to feel one-sided.Â
Sorry, this is very anecdotal and super rambly. My point is A. Keep it loose, B. Know where you're going, C. Know your people, D. Improv can work out really well if you feel like you've put yourself in a corner, as long as A-C are accomplished.Â
Hope that helped. Maybe it didn't. Idk, I'm not a mind-reader.
Side note: This is also coming from a very small FC, and we've known each other a while. It might not work for your dynamic, especially the idea of improv-ing your way out of corners. But give it a try if you want. It's just a game after all.