Yoyocool
05-21-2009, 07:10 PM
This maybe sound weird from someone who has yet to join in a RPG or create one himself here at Kh3 to make such a thread but i like to mention that i have experience elsewhere. Frankly, the whole Getting approved thing doesn't sit well with me and a lot of the current RPG's don't cater to what i'm interested.
Other than that, Here's my Take on how a RPG should be setup and then maintained. Please feel free to add suggestions and if this becomes worthy; sticky.
Before I go on in depth, i like to take moment to say that the majority of my theory will focus on the mechanics rather than setup which should make sense to many a role player. But for the newbies looking for tips on what makes a good rpg; there's more threads in depth on the subject i suppose but please feel free to take any concept from there and then incorporate into your own games.
Now moving on; My theory is composed of two parts which are the Set up phrase and the Mechanics. Simply enough hopefully that when you're in need of referencing my theory; you can find what you are looking for in a speedy manner.
Now to the Main Subjects:
1.) Setup
Setup is the most important part of any role playing obviously but its a important skill for all role players. Take into consideration how many a newbie role player make a scenario severely limited in scope that more experience players ignore and the RPG team reject?
With that in mind, Setup is not so much a abstract idea that comes through experience (though of course it comes more easier naturally as you keep playing) but rather steps that work well together and harmoniously.
Like good openings in chess; there're moves (in the case of Role Play "Steps") that are simply more important and when we focus our attention out side them; we lose (both in chess and RP) time and initiative.
Lets take for example a classic Kingdom Hearts role play. Many Newbies usually create a story where "X character is the new keyblade wielder and a new enemy must be defeated." Such a simplistic plot device surely we are all bored of yet aren't all fighting stories almost the same?
If we simply change to "X character is our new hero who must face these enemies" we basically made it about every story ever made.
So for the newbies reading this; don't be distraught as to think you can't make something on the lines of let's say "ASSASSINS" by Forgotten Memory. I honestly was impressed by what she did yet in mind still saw what i would do instead and how better it would be better.
And this is a guy who isn't S.S.F.W 3 grand champion but i digress.
My point being is that all stories are the same ones told over a million times before. It's up to us to bring our spin on things to keep things new and refreshing.
This brings me to my first point of being able to totally immerse oneself with the world of the character and their lives. This should be the starting point of any good RP and one that i find to be sorely missing from KH3.
One should find the reason as to why should they should care about what happens to this person, their world, and while being able to suspend disbelief long enough to build a emotional bond with both aspects.
This brings us to the first important step of world building though it comes in two options. First of which is if it's a original world where the sky is the limit for the creator or if it's a already established story with certain restrictions
Let's begin with the latter which is the established worlds with examples as Lord of the rings, Chronicles of Narnia, and Kingdom Hearts.
A already established world may seem restrictive in a sense of creative control to the a older veteran of RP while for a newbie seems the perfect place to start due to a already built world that are easy for quick start role plays.
In both cases; it is mostly true but there is very little difference creativity wise starting from scratch and working with a already realized world other than you have already foundation to work with which can be easily changed to be anything you want it to be.
For Example; let's take Superman, "The All American Hero". This is a guy with over 70 years worth of comics to his name and up to 2005 probably had all the stories that could be said about the american hero be told over 100 times.
Then Comes "RED SON" by Mark Miller where in a alternative take in superman origins; he lands in Soviet Russia. Now we have a communist Superman; something completely new yet did we not know superman for 70 years already?
He's still superman as we know him with the powers of flight, invulnerability, x ray vision, and etc but that's been changed is that by landing in Russia; he become a communist hero that America fears instead of heralds.
See how a simple thing that's plausible can be a world of difference in a already established story?
With this in mind; we can then began to mold the world to the story we setting up. With the character changed; then something about the world must be changed.
In communist Superman take; the Justice of League of America is not led by him but Rather they are joined together in opposition of Superman helping the Russians take over the world.
With that in mind; he isn't friends with wonderwomen or aquaman for that matter. The majority of the world's superheroes stand against him and what he stands for.
So, in the alternative take "RED SON" Superman is the enemy of the world. Effectively changing everything about superman and his universe as we know it yet it's all with in our level of belief.
Yet, i like to mention before i move on about the fan trap that would make a unique and wonderful RP stumble or fall flat is that by using established worlds; we're dealing with subject matter that you have most likely grew a preconceived notion of how you want to do the story.
This is not so bad in itself yet in most cases; we lose the "Sky is the limit" wonder and focus on what we would have wanted in the original story.
Let's take for example Kingdom hearts. Instead of creating a genuine new adventure; we're tempted to like bring back iconic villains and say like , "After so and so fight; umm Marluxia managed to survive with sora and the old gang together to stop him."
See that's just one example of a RP focusing on what they want to see rather than pushing the envelop of creativity.
Now with all that said; establish worlds are not so restrictive in what we can control but rather needs of a subtle touch of slight alterations to adjust for any changes to the core source wether it be a novel, graphic novel, game, or movie.
This now leads to my next point on original stories and original worlds.
A original story in most cases can be a lot more inspirational and fun due to it being your own original work yet it takes a lot more effort in realizing it.
First you have to have some kinda of key concept that the story revolves around that makes the world and the story interesting.
My advice is start with characters; i usually fall in love/attached to the people i made and then i start to think about their lives which leads for me to what things they would face.
Or i work backwards. Both are excellent ways in keeping with a good story.
And that's pretty much all i have to say on that sadly XD I did mention on the top that it would be pretty short :p (man from being serious to nonchalant in 2 paragraphs flat xD)
Now for my final Key concept and step is plotting a ending or at least a means to achieve a end. This will tie into my later concepts within Mechanics but don't make it too rigid and steadfast. Leave it to be open but to keep everything in pace and interesting; keep it finite. You don't necessarily have to have this in your intro for the game but in case let's look at a special case.
If let's say the story revolves around some dead or is dying and the game revolves around reaching that point in the beginning of the story; then sure it's okay to include it.
As now end concludes my first part of the theory of Roleplaying with this being very much like Elisteins Special theory of Relativity and the Mechanics will be the huge General Theory.
Final Advice: When creating your world; be sure to have cause and effect to everything you have. If there's nothing that explains something; then create something that explains it.
For my final words; i like to thank you all for those who read this and i hope it will be in valuable reference to creating a better Role playing experience.
Other than that, Here's my Take on how a RPG should be setup and then maintained. Please feel free to add suggestions and if this becomes worthy; sticky.
Before I go on in depth, i like to take moment to say that the majority of my theory will focus on the mechanics rather than setup which should make sense to many a role player. But for the newbies looking for tips on what makes a good rpg; there's more threads in depth on the subject i suppose but please feel free to take any concept from there and then incorporate into your own games.
Now moving on; My theory is composed of two parts which are the Set up phrase and the Mechanics. Simply enough hopefully that when you're in need of referencing my theory; you can find what you are looking for in a speedy manner.
Now to the Main Subjects:
1.) Setup
Setup is the most important part of any role playing obviously but its a important skill for all role players. Take into consideration how many a newbie role player make a scenario severely limited in scope that more experience players ignore and the RPG team reject?
With that in mind, Setup is not so much a abstract idea that comes through experience (though of course it comes more easier naturally as you keep playing) but rather steps that work well together and harmoniously.
Like good openings in chess; there're moves (in the case of Role Play "Steps") that are simply more important and when we focus our attention out side them; we lose (both in chess and RP) time and initiative.
Lets take for example a classic Kingdom Hearts role play. Many Newbies usually create a story where "X character is the new keyblade wielder and a new enemy must be defeated." Such a simplistic plot device surely we are all bored of yet aren't all fighting stories almost the same?
If we simply change to "X character is our new hero who must face these enemies" we basically made it about every story ever made.
So for the newbies reading this; don't be distraught as to think you can't make something on the lines of let's say "ASSASSINS" by Forgotten Memory. I honestly was impressed by what she did yet in mind still saw what i would do instead and how better it would be better.
And this is a guy who isn't S.S.F.W 3 grand champion but i digress.
My point being is that all stories are the same ones told over a million times before. It's up to us to bring our spin on things to keep things new and refreshing.
This brings me to my first point of being able to totally immerse oneself with the world of the character and their lives. This should be the starting point of any good RP and one that i find to be sorely missing from KH3.
One should find the reason as to why should they should care about what happens to this person, their world, and while being able to suspend disbelief long enough to build a emotional bond with both aspects.
This brings us to the first important step of world building though it comes in two options. First of which is if it's a original world where the sky is the limit for the creator or if it's a already established story with certain restrictions
Let's begin with the latter which is the established worlds with examples as Lord of the rings, Chronicles of Narnia, and Kingdom Hearts.
A already established world may seem restrictive in a sense of creative control to the a older veteran of RP while for a newbie seems the perfect place to start due to a already built world that are easy for quick start role plays.
In both cases; it is mostly true but there is very little difference creativity wise starting from scratch and working with a already realized world other than you have already foundation to work with which can be easily changed to be anything you want it to be.
For Example; let's take Superman, "The All American Hero". This is a guy with over 70 years worth of comics to his name and up to 2005 probably had all the stories that could be said about the american hero be told over 100 times.
Then Comes "RED SON" by Mark Miller where in a alternative take in superman origins; he lands in Soviet Russia. Now we have a communist Superman; something completely new yet did we not know superman for 70 years already?
He's still superman as we know him with the powers of flight, invulnerability, x ray vision, and etc but that's been changed is that by landing in Russia; he become a communist hero that America fears instead of heralds.
See how a simple thing that's plausible can be a world of difference in a already established story?
With this in mind; we can then began to mold the world to the story we setting up. With the character changed; then something about the world must be changed.
In communist Superman take; the Justice of League of America is not led by him but Rather they are joined together in opposition of Superman helping the Russians take over the world.
With that in mind; he isn't friends with wonderwomen or aquaman for that matter. The majority of the world's superheroes stand against him and what he stands for.
So, in the alternative take "RED SON" Superman is the enemy of the world. Effectively changing everything about superman and his universe as we know it yet it's all with in our level of belief.
Yet, i like to mention before i move on about the fan trap that would make a unique and wonderful RP stumble or fall flat is that by using established worlds; we're dealing with subject matter that you have most likely grew a preconceived notion of how you want to do the story.
This is not so bad in itself yet in most cases; we lose the "Sky is the limit" wonder and focus on what we would have wanted in the original story.
Let's take for example Kingdom hearts. Instead of creating a genuine new adventure; we're tempted to like bring back iconic villains and say like , "After so and so fight; umm Marluxia managed to survive with sora and the old gang together to stop him."
See that's just one example of a RP focusing on what they want to see rather than pushing the envelop of creativity.
Now with all that said; establish worlds are not so restrictive in what we can control but rather needs of a subtle touch of slight alterations to adjust for any changes to the core source wether it be a novel, graphic novel, game, or movie.
This now leads to my next point on original stories and original worlds.
A original story in most cases can be a lot more inspirational and fun due to it being your own original work yet it takes a lot more effort in realizing it.
First you have to have some kinda of key concept that the story revolves around that makes the world and the story interesting.
My advice is start with characters; i usually fall in love/attached to the people i made and then i start to think about their lives which leads for me to what things they would face.
Or i work backwards. Both are excellent ways in keeping with a good story.
And that's pretty much all i have to say on that sadly XD I did mention on the top that it would be pretty short :p (man from being serious to nonchalant in 2 paragraphs flat xD)
Now for my final Key concept and step is plotting a ending or at least a means to achieve a end. This will tie into my later concepts within Mechanics but don't make it too rigid and steadfast. Leave it to be open but to keep everything in pace and interesting; keep it finite. You don't necessarily have to have this in your intro for the game but in case let's look at a special case.
If let's say the story revolves around some dead or is dying and the game revolves around reaching that point in the beginning of the story; then sure it's okay to include it.
As now end concludes my first part of the theory of Roleplaying with this being very much like Elisteins Special theory of Relativity and the Mechanics will be the huge General Theory.
Final Advice: When creating your world; be sure to have cause and effect to everything you have. If there's nothing that explains something; then create something that explains it.
For my final words; i like to thank you all for those who read this and i hope it will be in valuable reference to creating a better Role playing experience.