I figured I'd share some information about or RP style we shall use during our FC story events on saturdays!
Story Telling RP:
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What is it?
Why use it?:
The cycle continues, with reactions from players and NPC's continuing until conflict/situation is resolved one way or the other.
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Time:
Dialogue/Action:
I think that sums it up well, at least for the framework of it. Â Keep in mind this is but one style our FC uses, and it will vary based on the type of event!
Story Telling RP:
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What is it?
- Story Teller RP is a narrative driven style of roleplay. Â For those who've played pen and paper games like dungeons and dragons the concept is very very similar. Â One or more people act as the narrators of the story, highlighting the scenery and introducing characters and enemies to the script as time goes along. Â However the direction the story takes and the way it ends is all decided by the players themselves.Â
- Now one thing that can be a bit off-putting about this style is the fear that the narrators hold all the power. Â Now while it's true they control the npc's of the story the reality is that players truly hold all the power in this story. Â You choose what to do and where you want to go. Â Now if things get out of hand the leaders will reign it in and let you know something can't be done, but will mostly always respect the choice of the players.
Why use it?:
- Now what truly makes this style enjoyable and fun is the added factor of chance. Â Whenever a major action like attacking an enemy or attempting something heroic you must always roll a dice to determine the outcome of the action. Â The biggest reason i am a HUGE fan of this system is that it all but eliminates god-moding and always keeps things interesting. Â It is very possible for an action, or even the story itself, to end in failure based on the rolls of the dice, and the inverse is true as well! Â This always makes for interesting character development because you get to decide what action you take, and then react to the outcome of the action whatever it is!
- In other games they typically have a dice system where you can be in a group and everyone can see the rolls. Â Alas for some reason there is no dice system in the game and will be a bit before mods will be workable. Â So things are going to be done a bit different here
- Each player will write how they wish to perform the action. Â An example being: Â Xha'li rushes over to his fallen friend. Â He holds him for a moment, feeling him drift away and howls in anger and calls upon nature to help heal the man. Â
- The narrator in charge of that action will roll a dice(either a real life D20 or a virtual one) to determine the outcome.
- For players a roll of 7 is necessary to accomplish a task. Â However simply rolling a 7 won't produce an amazing result. Â In the above example all the would happen is Xha'li would have stabilized friend, but not have brought him back from the brink, just having bought him time. Â The higher the roll the more successful the outcome. Â A 1 is an epic failure and results in the opposite of the desired outcome.
- For Enemies a roll of 10 is necessary when taking an action against a player. Â Same rules as with a player applies, with higher number meaning more effective action. Â it's far easier for their actions to fail to a varying degree against the players.
- The narrator will the start the post with (# rolled) and describe the outcome of the action. Â Now them describing it is not meant to be intrusive or controlling, rather it's to help keep the flow going and to help people understand what the different numbers mean on the outcome.
- Now as people get more and more accustomed to the system, and we get more narrators to moderate I truly wish to have people writing their own reactions.
The cycle continues, with reactions from players and NPC's continuing until conflict/situation is resolved one way or the other.
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Time:
- This style is a ton of fun but is REALLY time intensive. Â Take this test run for example. Â It was at the most 4 people talking and acting but all told lasted almost 4 hours long. Â That was only with 1 narrator and a small group. Â It takes a lot of time to go invest in each event, but it truly is worth it if RP is your thing!
Dialogue/Action:
- Now while action is truly fun and something i always look forward to in these RP's there is one thing to bear in mind, this style is very dialogue heavy. Â Characters will act out their feeling, actions, and thoughts in chat, and often it will be a endless stream of posts to read and sort. Â As our group size grows we'll be establishing parties and raid chat settings for people to speak in for organizational purposes for that reason!
- Nevertheless your screen will always be full of dialogue to read and react to. Â It truly is like being part of a developing story, and sometimes it's easy to get lost in the chat.
I think that sums it up well, at least for the framework of it. Â Keep in mind this is but one style our FC uses, and it will vary based on the type of event!