tips_for_roleplayers
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tips_for_roleplayers [2024/12/30 18:14] – created gm_mike | tips_for_roleplayers [2025/01/12 16:03] (current) – gm_tamsin | ||
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====Talk to the Players==== | ====Talk to the Players==== | ||
- | Building on the points above, if you're playing an antagonistic character, or engaging in deep emotional roleplay, checking in with the other players out-of-character can be a very useful tool. You don't have to fully reveal your plans to betray them, or plot out your entire romance arc((or both at once)), but a quick "hey, would you be alright with some PvP here?", | + | Building on the points above, if you're playing an antagonistic character, or engaging in deep emotional roleplay |
- | This is always a judgement call - we don't require checking in for either of these, and some players will prefer to let things happen organically. | + | How deep to go with these is always a judgement call, and some players will prefer to let things happen organically. |
Out of character conversations should not affect your in-character knowledge - e.g. if a player has checked in to see if you'd be alright with a sudden but inevitable betrayal, your character should not start acting more suspicious without an in-character reason. | Out of character conversations should not affect your in-character knowledge - e.g. if a player has checked in to see if you'd be alright with a sudden but inevitable betrayal, your character should not start acting more suspicious without an in-character reason. | ||
+ | |||
+ | The check-ins, and any further discussions that might result from them, are about creating an engaging story for your characters, that you as players are working together on (even if your characters may be working against each other). | ||
====Character Design==== | ====Character Design==== | ||
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There are only a limited number of sessions in the game. A bit of thought into how your actions will affect the overall pace of your story arc can have great benefits - leaving too many problems until later can result in a very rushed final turn, or sudden swings in character development at the end of the game. Creating a grand invention which will solve everyone' | There are only a limited number of sessions in the game. A bit of thought into how your actions will affect the overall pace of your story arc can have great benefits - leaving too many problems until later can result in a very rushed final turn, or sudden swings in character development at the end of the game. Creating a grand invention which will solve everyone' | ||
- | The GM team will have a hand in this, and will be trying to set challenges | + | The GM team will have a hand in this, and will be trying to feed events into the story to encourage appropriate pacing through the game. |
- | The turnsheet after the final session works a little differently to other turnsheets - this lets you sketch out what your character is doing for the future, as far as you wish to. This " | + | The turnsheet after the final session works a little differently to other turnsheets - this lets you sketch out what your character is doing for the future, as far as you wish to. This "[[endgame|Eternity]]" turnsheet is less suitable for the final resolution of shorter-term problems and plans. |
tips_for_roleplayers.1735582440.txt.gz · Last modified: 2024/12/30 18:14 by gm_mike