
Q: What makes good RP?
A: Having JJ around * puts sunglasses on *
Deal with it.
But really, what makes for a good RP session is realizing you're not the center of attention all the time. Sometimes someone barges into your scene or something else happens, to ignore that or quickly revert attention back to whatever you were doing/saying is selfish and bad form. Of course, if your character is one that doesn't like to be ignored, disregard this!
There's also a significant amount of give-and-take on many levels. If your character is supposedly a chatty type but you can't carry on a conversation, there's something wrong there. If the past few sessions with your friends have revolved around one of your stories (forced or otherwise), try to lighten it up with something from theirs or nothing at all!
One can have a general idea of what they want their story arcs to consist of, but I find it boring when someone has each step delicately planned. Good RP isn't so much a play as it is improv (without Drew Carry yelling directions at you). That being said, my characters -do- have a set idea I want them to follow but they've either fell behind my rough idea or are blazing in another direction due to IC things that spurred them.
A: Having JJ around * puts sunglasses on *

But really, what makes for a good RP session is realizing you're not the center of attention all the time. Sometimes someone barges into your scene or something else happens, to ignore that or quickly revert attention back to whatever you were doing/saying is selfish and bad form. Of course, if your character is one that doesn't like to be ignored, disregard this!
There's also a significant amount of give-and-take on many levels. If your character is supposedly a chatty type but you can't carry on a conversation, there's something wrong there. If the past few sessions with your friends have revolved around one of your stories (forced or otherwise), try to lighten it up with something from theirs or nothing at all!
One can have a general idea of what they want their story arcs to consist of, but I find it boring when someone has each step delicately planned. Good RP isn't so much a play as it is improv (without Drew Carry yelling directions at you). That being said, my characters -do- have a set idea I want them to follow but they've either fell behind my rough idea or are blazing in another direction due to IC things that spurred them.