Something happened last night and I am despairing over WHY I was affected. I have seriously no idea, and I really thought that I was already over her. But yet again, Fate seems to slap me in the face and force-feed me the truth.
It feels like getting hit with a fully grown pirarucu or arapaima. See pic:
The pic was taken by Edison Caetano of WWF Brazil. The article is here:[link]
Okay, so let's get away from the technicality of it all.
I have absolutely no idea why I was affected. I really, truly, genuinely believed that I was over her. Her status was ABCDEFGHIJKLMNOPQRSTVWXYZ, missing U, as it could be called. And that's exactly what she told me, she missed me.
I went on to ask her about her recent lovelife and apparently, things don't look well for her. Apparently, everything has seemingly faded. I have no idea why this seems so heavy on me, after all, I don't feel the same way for her, or do I?
Anyway, just to sum it up, I think I'm just a little too not over her.
On a completely unrelated note, I read about a species of parasitic worms that can actually "Control" the minds of the organism that is their host. Scary, ehh?
Their main host is the killifish. The really scary part, killifish are affected by the worms because of an unknown substance that they release when in the brain of the killifish that disrupts neurotransmitters. The scary thing about that is that killifish use the same neurotransmitters as we humans do. They use the two chemicals dopamine and ceratonine.
Well, that's all for another rant. I'll see you when next I post.
About Me
- Malkuthe Highwind
- Writer, artiste, critic, debater, public speaker, pianist, singer, actor, pretty much a jack of all trades, that's me, 16 years old and going strong. My friends say I'm good at what I do, but honestly, I think I'm little more than mediocre. This is the story of my life.
Jun 26, 2010
Augh... Fever. >.>
I have absolutely no idea how, but I got it, A FEVER. I mean seriously, come on, I didn't even do anything that would get me sick. Although, I guess it's the stress. Augh, I feel so bad and my legs are aching horribly, I just hope they're growing pains because I've only grown a quarter of an inch over the summer!
ON THE OTHER HAND, tests are coming up so soon after the previous one. It's a unit test and I have just proven that my classmates truly are VERY grade conscious. I mean seriously, it's a UNIT test, nothing serious, nothing big, but they're breaking their necks studying for it already!
I for one, REFUSE to break my neck studying, even for the finals. I don't want to and I don't have to. After all, the only thing you need to do is listen to the teacher and the information gets stuck in your head.
BUT NO, my classmates still refuse to listen to reason and study piles upon piles of information only to find that so little of what they studied actually came up in the test. It's disappointing and not at all efficient, if I say so myself.
I'd rather grab a textbook, read the areas that need to be read, mentally note the important parts and then put it down and relax. That's how I study and that's how I stop myself from thinking too much about the answer and then accidentally changing it when in all actuality my first answer was correct.
You know what? My classmates refuse to believe that I don't study for exams, being top 3 and all. BUT really, they cannot bring themselves to believe that not studying is how I study, if that made any sense.
It's about time I end my rant. Thank you and God Bless! Ciao!
ON THE OTHER HAND, tests are coming up so soon after the previous one. It's a unit test and I have just proven that my classmates truly are VERY grade conscious. I mean seriously, it's a UNIT test, nothing serious, nothing big, but they're breaking their necks studying for it already!
I for one, REFUSE to break my neck studying, even for the finals. I don't want to and I don't have to. After all, the only thing you need to do is listen to the teacher and the information gets stuck in your head.
BUT NO, my classmates still refuse to listen to reason and study piles upon piles of information only to find that so little of what they studied actually came up in the test. It's disappointing and not at all efficient, if I say so myself.
I'd rather grab a textbook, read the areas that need to be read, mentally note the important parts and then put it down and relax. That's how I study and that's how I stop myself from thinking too much about the answer and then accidentally changing it when in all actuality my first answer was correct.
You know what? My classmates refuse to believe that I don't study for exams, being top 3 and all. BUT really, they cannot bring themselves to believe that not studying is how I study, if that made any sense.
It's about time I end my rant. Thank you and God Bless! Ciao!
Jun 25, 2010
To Realize...
To realize the value of a millisecond, ask the swimmer that got a silver medal
To realize the value of a second, ask the runner that lost his right to a trophy
To realize the value of a minute, ask the person that missed the train to work
To realize the value of five minutes, ask the person who was fired because he is late to work
To realize the value of an hour, ask the soul condemned to hell
To realize the value of a day, ask the person who is lying on his deathbed
To realize the value of a week, ask the editor of a weekly publication
To realize the value of a month, ask the premature child that grew up autistic
To realize the value of nine months, ask the mother of a stillborn
To realize the value of a year, ask the student who failed a grade
To realize the value of seventy years, ask the seniors that are still madly in love
To realize the value of your life, get in an accident
Time waits for no one, but all we can do is wait for time to pass.
Time is the bank that we draw every precious second from.
It grants us a limitless amount of money, but at the end of every day...
Time erases every second that you wasted
To realize the value of your parents, lose them
To realize the value of a word, let loose a hurtful one
To realize the value of a friend, lose one
To realize the value of a mentor, try to lose your memory
To realize the value of an enemy, befriend one
We cannot surmise how wonderful something is until we lose it
We cannot fathom how deep something is until we test it
We cannot find the answers to life without asking
We cannot live without learning how to die
The long and short of it is, lose something to find out how lovely it is
No one seems to know who the original author is. This work is based off of his/her work, but has, nevertheless, been built upon, and, in my opinion, improved.
No one seems to know who the original author is. This work is based off of his/her work, but has, nevertheless, been built upon, and, in my opinion, improved.
Jun 5, 2010
A Guide to Play-by-Post Roleplaying. The Prerequisites, Part 3
The Settings
The setting of an RP is as important as the plot in itself. After all, what would a plot be without a world for it to take place in. That taken, the setting for an RP is integral in its plot, since, without a setting, you wouldn't even be able to make a plot.
Now, the setting of an RP isn't just about the place. It's about the era, the modernity, the characteristics of the world and/or the atmosphere of the entire thing. An over-all setting usually consists of the world and certain places that were named and/or places that are yet undiscovered and will come up later on in the roleplay.
After that awkward introduction, I've come to my senses and I will be guiding you in making a great setting for your RP, how to make a post that does justice to the setting will be discussed later on. Now, let us begin.
A Setting and its Components
Okay, so as I have mentioned earlier on, a setting is not only a place. There's a number of reasons behind the term used. Take the root word, set. It means to put. You could translate it to "How my RP is put."
That being given, it is serious injustice to the word to say "Oh heck! A setting is only the place, why go through all the trouble of devoting a large portion of the guide to it?"
The setting is not only the place, but when and how the entire RP is set. After all, time goes on in an RP, and without a proper time/epoch/era/etc., where you place your RP, you might as well put advanced technology in a world set in a renaissance period!
So let's break down the setting of an RP into its basic components.
So, like a plot, the setting of a roleplay is very vital in drawing people in. If you're playing a basic roleplay, a skeleton setting is okay, but for the roleplayers in an advanced RP, it should be more than fleshed out.
Let me show you a few examples:
Now, for setting A, indeed, there is a place and a time in the setting. However, it lacks description and when read, sounds mehh... I wouldn't want to RP that says. "In an old Ghost town in the feudal era of Japan, four heroes stand guard." Disregarding the supposed 'plot' it looks bland since the ghost town lacks description.
Of course, you shouldn't over-describe your settings because, then, that would limit your Roleplayer's imaginations. You could improve this by, say, putting a description of the buildings in, also, a description of the atmosphere in it.
Let's take a look at the improved setting with a small plot.
There isn't much to say for the next two settings since they ARE what we aim for. However, notice something. Example B has all four of the elements and sounds good, that's already okay, but look at Example C; It only details where the RP happens and how the world looks like!
There's a small secret there, now, upon further investigation, a dash of plot has been put there with the setting. That small amount of plot could be the magic ingredient! This is just proof that setting and plot walk hand in hand for making a great RP.
Next, example B. It's horrible. Unless you're making a hundred-theme plot challenge, a phrase like that is unlikely to make a good setting. Throw in a few details here and there, a dash of plot and a sprinkle of description. And lo! A good setting!
To wrap things up, here are a few tips on how to make a beautiful setting for your roleplay.
Ciao!
-Malkuthe Highwind
The setting of an RP is as important as the plot in itself. After all, what would a plot be without a world for it to take place in. That taken, the setting for an RP is integral in its plot, since, without a setting, you wouldn't even be able to make a plot.
Now, the setting of an RP isn't just about the place. It's about the era, the modernity, the characteristics of the world and/or the atmosphere of the entire thing. An over-all setting usually consists of the world and certain places that were named and/or places that are yet undiscovered and will come up later on in the roleplay.
After that awkward introduction, I've come to my senses and I will be guiding you in making a great setting for your RP, how to make a post that does justice to the setting will be discussed later on. Now, let us begin.
A Setting and its Components
Okay, so as I have mentioned earlier on, a setting is not only a place. There's a number of reasons behind the term used. Take the root word, set. It means to put. You could translate it to "How my RP is put."
That being given, it is serious injustice to the word to say "Oh heck! A setting is only the place, why go through all the trouble of devoting a large portion of the guide to it?"
The setting is not only the place, but when and how the entire RP is set. After all, time goes on in an RP, and without a proper time/epoch/era/etc., where you place your RP, you might as well put advanced technology in a world set in a renaissance period!
So let's break down the setting of an RP into its basic components.
- Place: This is basically WHERE your RP takes place in. It could be a simple ghost town, a majestic castle, or it could even be a full blown world where the beings of your creation walk and dragons and wizards ravage the land
- Time: Now, this is WHEN your RP happens. It could either be in the far-flung past or in the very distant future where space-ships and other such technological marvels are but commodities.
- Characteristics of the Known World: Is your world a barren wasteland devoid of large life where as a tiny animal you struggle to survive and grow or is it a lush paradise where majestic beasts wallow in the glory of sunlight?
- Atmosphere: Does your RP take place in a world where an evil overlord causes despair and destruction to plunge its citizens deep into depravity or is the world a much kinder place where heroes parade along streets and all notion of evil and war has been purged?
So, like a plot, the setting of a roleplay is very vital in drawing people in. If you're playing a basic roleplay, a skeleton setting is okay, but for the roleplayers in an advanced RP, it should be more than fleshed out.
Let me show you a few examples:
A.) Ghost town in the feudal era.
B.) A majestic palace with winding pillars and golden domed towers with silver-paved walkways in what could be considered a medieval age, compared to our own time. The people are happy and joy resounds throughout ever corner of the palace.
C.) A world where creatures that look like dragons but with intricately curled horns sprouting from their bodies called the knox constantly battle it out with the being they call sightburner. The land is desolate after so many years of war and the sun is often hidden behind the clouds.
D.) Castle dungeonEvidently, the more attractive ones are the more detailed settings. Let's go through an in-depth analysis of each one to help us go further along.
Now, for setting A, indeed, there is a place and a time in the setting. However, it lacks description and when read, sounds mehh... I wouldn't want to RP that says. "In an old Ghost town in the feudal era of Japan, four heroes stand guard." Disregarding the supposed 'plot' it looks bland since the ghost town lacks description.
Of course, you shouldn't over-describe your settings because, then, that would limit your Roleplayer's imaginations. You could improve this by, say, putting a description of the buildings in, also, a description of the atmosphere in it.
Let's take a look at the improved setting with a small plot.
A dry wind carrying dust drifted through the torn-up streets in a ghost town somewhere in Japan. The buildings long since fallen into a state of disrepair, but there are still four heroes guarding its entrances, guarding the secret that it held, until the time that the chosen one would come.Okay, so I admit, it's a bit cliched, but hey, it works. The entire thing is now better to look at and doesn't really restrict the reader's imagination.
There isn't much to say for the next two settings since they ARE what we aim for. However, notice something. Example B has all four of the elements and sounds good, that's already okay, but look at Example C; It only details where the RP happens and how the world looks like!
There's a small secret there, now, upon further investigation, a dash of plot has been put there with the setting. That small amount of plot could be the magic ingredient! This is just proof that setting and plot walk hand in hand for making a great RP.
Next, example B. It's horrible. Unless you're making a hundred-theme plot challenge, a phrase like that is unlikely to make a good setting. Throw in a few details here and there, a dash of plot and a sprinkle of description. And lo! A good setting!
After the battle that ravaged the lands of Alteer, the dungeons were empty, except the one under the Mist's Order's headquarters. The dripping of water from the dungeon ceiling creates eerie echoes in the gray-walled cells. All of them are vacant, save for one, where a rugged, bloodshot-eyed man sits, rocking back and forth. He curses and says that he would once again triumph, come the day of his release.A great setting and a great plot as well!
To wrap things up, here are a few tips on how to make a beautiful setting for your roleplay.
- First off, decide on a place and time.
- Do NOT place massive cities hovering in the sky because of technology in a medieval realm unless you have a concrete explanation.
- Don't be sparing in your descriptions. Use your skill in making up the world.
- Add a little backstory, it helps a lot.
- Make sure the atmosphere fits the characteristics of the world. After all, constant merriment in a land ravaged by darkness, despair, fire and destruction doesn't really fit.
Ciao!
-Malkuthe Highwind
Jun 3, 2010
A Guide to Play-by-Post Roleplaying. The Prerequisites, Part 2
==Before you go on, have you read part 1? If not Click Here.
The Target Audiences or Kinds of Roleplay
Okay so we begin with the Target Audience, that's one of the things that is very important to a roleplay. You have to know the subtleties of your target audience and how to catch their attentions. There are three major kinds of roleplays and each of those is a potential audience in itself. Okay, so let's start off with something simple: Basic Roleplay
Basic Roleplay is a more fast-paced roleplay and usually there is less emphasis on etiquette, character management, development and consistency and plot momentum. Beginners at roleplaying usually immerse in the world of Basic Roleplay first.
I'm embarrassed, though, that I never went to basic roleplay before I began roleplaying. I was immediately immersed in one of the types that I will mention later. Don't take this statement wrong too, though, I'm not boasting or anything.
Basic roleplay, is in fact just that, roleplay with little presence of subtleties and is very loosely moderated. There isn't really a permanent set of rules revolving around this kind of rolepay, and there's little to explain about it because it is just roleplay stripped down to its fundamental basics: A plot to participate in and participants who play along with the plot on a message board type of game.
Okay, that being said, here is a rundown of the pros and cons of Basic Roleplay:
Pros:
The next kind of roleplay is a notch higher than basic roleplay. It's not that strict and the plots aren't that convoluted, but it's a richer experience than basic roleplays. This is the typical roleplay wherein the bulk of the play-by-post population participates.
Now, though casual roleplay is more complicated than basic roleplay, the difference isn't too much. While posts in basic roleplay are of indeterminate length, posts in casual roleplay are usually given a set limit. No posts that are too long, no posts that are too short.
An ideal limit to set for casual roleplay post lengths, if ever you're considering this, is at least four sentences of plot worthy content.
Casual roleplay is lightly moderated and idiocy is at best tolerated. Keep in mind that etiquette is already observed here, so don't go around and post something that has no relation with the previous posts.
I.E.
Pros:
That is a post in an advanced roleplay. The ideal limit for a post length in roleplay is two to three paragraphs in the very least. That means at least five to fifteen plot worthy sentence.
Here is a rundown of the Pros and Cons of Advanced Roleplay:
Pros:
The Target Audiences or Kinds of Roleplay
Okay so we begin with the Target Audience, that's one of the things that is very important to a roleplay. You have to know the subtleties of your target audience and how to catch their attentions. There are three major kinds of roleplays and each of those is a potential audience in itself. Okay, so let's start off with something simple: Basic Roleplay
Basic Roleplay is a more fast-paced roleplay and usually there is less emphasis on etiquette, character management, development and consistency and plot momentum. Beginners at roleplaying usually immerse in the world of Basic Roleplay first.
I'm embarrassed, though, that I never went to basic roleplay before I began roleplaying. I was immediately immersed in one of the types that I will mention later. Don't take this statement wrong too, though, I'm not boasting or anything.
Basic roleplay, is in fact just that, roleplay with little presence of subtleties and is very loosely moderated. There isn't really a permanent set of rules revolving around this kind of rolepay, and there's little to explain about it because it is just roleplay stripped down to its fundamental basics: A plot to participate in and participants who play along with the plot on a message board type of game.
Okay, that being said, here is a rundown of the pros and cons of Basic Roleplay:
Pros:
- It is really light on the newcomers and as such, good for beginners at roleplay
- The plots aren't really that complex and such, easy to follow
- The post length isn't enforced, allowing more freedom and easier posts. Here, one liners are tolerated.
- The pacing is really fast
- It's easy to get lost when you are unable to play for some time because, as previously stated, the pacing is quick.
- Not having such an elaborate plot makes this kind of roleplay less immersive than the other kinds.
The next kind of roleplay is a notch higher than basic roleplay. It's not that strict and the plots aren't that convoluted, but it's a richer experience than basic roleplays. This is the typical roleplay wherein the bulk of the play-by-post population participates.
Now, though casual roleplay is more complicated than basic roleplay, the difference isn't too much. While posts in basic roleplay are of indeterminate length, posts in casual roleplay are usually given a set limit. No posts that are too long, no posts that are too short.
An ideal limit to set for casual roleplay post lengths, if ever you're considering this, is at least four sentences of plot worthy content.
Casual roleplay is lightly moderated and idiocy is at best tolerated. Keep in mind that etiquette is already observed here, so don't go around and post something that has no relation with the previous posts.
I.E.
[*]: Azeran, the dragon, flew down and seized the gigantic hawk with his talons.
[&]: An elf who had been following Azeran saw the dragon with his talons around a cheetah that had apparently strayed too far into Azeran's range.That is the definition of having no relation. To wrap it all up, here's a rundown of the pros and cons of Casual Roleplay
Pros:
- More immersive than basic roleplay
- The plot runs with deeper roots and potential twists are given due attention
- Post length gives players a better chance to express creative talent
- Etiquette is observed and more seasoned players could play without fuming at those who are untrained in roleplay
Cons:
- For roleplayers who are less experienced, this kind of roleplay may just be daunting.
- The plot is a little bit more structured, and this careful structuring could just be easy to fracture.
- The post length required may scare off PBP roleplayers who are fresh from AIM roleplaying
- Some people might find the moderation of casual roleplay as restrictive
All in all, if you're a more seasoned roleplayer and want to play somewhere where there are less distractions from the story and you can immerse yourself into the roleplay better, this is the kind of roleplay for you. For the Game Master of the Roleplay, if you want to make a "Basic Roleplay" make sure your plot is a wee bit more detailed and is interesting enough for you as a seasoned roleplayer.
Next is for the Roleplay veterans. This is where I began roleplaying, albeit unknowingly. Unlike the distance of Casual roleplay from Basic roleplay, this is a few notches higher than either. Although it doesn't really border on collaborative writing yet, it is close.
Advanced roleplay, as it is termed, is a very high-quality roleplay where idiocy isn't tolerated at all. Post length is highly moderated and controlled. The plot is rich and has the tendency to get convoluted as the roleplay proceeds. In posts, things do not simply happen, but things that make the story go forward happen.
Posts in Advanced roleplay revolve around character development and story motion. Let me quote a post from one of my roleplays, though not necessarily the longest.
Jade screamed in her sleep. She squirmed on the fluffy carpets.
"Open your eyes Jade... Listen, Jade..." taunted the voice in the Darkness. She felt caressing fingers draw over her soul. She shuddered.
"No! No! Get away from me!" Jade mumbled in her sleep. The tree shook and leaves fell in droves.
"Unless you want to meet the same fate as Malkuthe and Raducan, I suggest you do as I say." tormented the voice in her head.
Her tail smashed across one of the walls. She wanted to rip her head off, for the good that would do. Saffyre would chase her soul even in the mother's embrace.
"Let the winds of dissent rule!" said Saffyre with a sonorous peal of laughter. "Make sure that some of the Ceree will come after us. After all, the world I will create shall need inhabitants."
After that, the arch of light opened.
Jade opened her eyes with a gasp.
Here is a rundown of the Pros and Cons of Advanced Roleplay:
Pros:
- This is the kind of Roleplay that is very immersive. Addictive, even, to those who are avid roleplayers.
- The plot is usually with a backdrop of lore and has the tendency to get convoluted.
- The post length actually doesn't hinder roleplaying, it helps it along as a roleplayer could better
- It is a kind of roleplaying that is easy to keep up with. The long length of posts makes the roleplay paced slower, and thus, is better for those roleplayers without ample time at their hands.
Cons:
- Really scary for those who are new to roleplaying.
- Unlikely to fail, but if it does, it will fail epically.
- Another restriction for this is that it requires quite a bit of skill in writing and most roleplayers would rather do without extreme literacy.
- The slow pace is really hard to get used to.
All in all, if you're one of THOSE roleplayers that really like a great writing experience and walk the knife edge between roleplaying and collaborative writing, this is the roleplay for you. For the game master, take great caution in targeting this audience as they are very difficult to please.
Each of these roleplay kinds are potential audiences in themselves, but inside each of these are those sub-audiences, if you wish to call them that. These sub-audiences represent many things. Like perhaps, freedom of time and literacy. However, the biggest factor that has definite audience groups is the genre.
Take your time and effort to decide which genre your roleplay will fall under. This is a vital decision, insofar as target audiences are concerned. After all, there's no sense in making a realistic roleplay in a forum of fantasy roleplayers. Hence, genre truly is very important.
These are a few common roleplay genres
- Fantasy
- Sci-fi
- Romance
There is much effort that must be dedicated to finding not only the proper genre for your roleplayers, but also one where you yourself will be comfortable.
A few last words:
Although the plot is important in a roleplay, if you don't have in your mind your target audience, it will be difficult to reap potential roleplayers since you have no idea whom to chose.
Make sure to tailor your plot and set the limits of your roleplay to the needs of your target audience, otherwise, it might not work out for you.
This isn't necessarily THE way to go about with your roleplay. It just really helps if you have a target audience and genre to build around.
That's it for this day's session in my "Guide to Play-by-Post Roleplaying."
Ciao!
-Malkuthe Highwind
Jun 1, 2010
A Guide to Play-by-Post Roleplaying. The Prerequisites, part 1
So, here I am again, rambling on about roleplaying. After yesterday's rant though, I thought, why not make a guide. It could help me get better known while at the same time, help those who are having problems with their roleplays like me. So let's get started.
In this post, I'll cover the prerequisites of Roleplaying. Don't take me the wrong way though, I'm going to be giving my own prerequisites for roleplay.
The MUSTS:
First off, A thought out plot. This will cover the three first items in the musts, the optionals and the don'ts.
A thought out plot is a plot that is not too loose, but not too restrictive either. It should be just right. There should be elements that would keep your roleplayers IN the story and will make sure that they do not lose interest.
An example of a BAD plot:
An example of a GOOD plot:
A good example of this:
So let us move on.
Spicing up a plot.
You could start off with a basic plot. Like, a hero is born, has to save the world thing. However, keep in mind, that's too plain and is unlikely to attract roleplayers.
Don't stress though, about being too original, in the world of fantasy, the chances are, that someone has written about what you're planning before you. There is, though, one way around this. Take your ideas, inspirations and such and then mash them together to make something original.
For example, the traditional save the world plotline. It can be spiced up by something like saving the world from the protagonist. Maybe even having the protagonist as a villain who wants to save the world so that he could destroy it.
You see, my good friends, a good plot is one that is unique in its own way but is a mash of the tried and tested formulae of fantasy adventures. Also, make sure that when you spice up your plot, it's still the old plot that you liked, just a little better. After all, what use is roleplaying when you don't even like what you're playing as or at least playing in.
That's it for this session of A Guide to PBP Roleplaying.
Part 2:[link]
In this post, I'll cover the prerequisites of Roleplaying. Don't take me the wrong way though, I'm going to be giving my own prerequisites for roleplay.
The MUSTS:
- A thought out plot
- A setting
- A target audience
- A character sheet
- A cohesive idea
- Literacy
- A very well thought out general plot
- Skill in writing
- The ability to describe the world with words that will make it seem as though it's really there.
- The ability to keep a character consistent.
- A restrictive plot or a plot that hasn't even been that well thought out yet.
- A character that is either mary-sue or gary stu
- ONE LINER POSTS
- 13375P34K, Cht spk, or even "EoWH pfFwUOh, AjEjEjE" Jejenese.
First off, A thought out plot. This will cover the three first items in the musts, the optionals and the don'ts.
A thought out plot is a plot that is not too loose, but not too restrictive either. It should be just right. There should be elements that would keep your roleplayers IN the story and will make sure that they do not lose interest.
An example of a BAD plot:
You are a dragon. The world is ending. Save it.No need for further explanation. Very loose plot and there isn't even enough information about it. The setting isn't even that original.
An example of a GOOD plot:
You are a dragon, the world is ending because an evil overlord has unleashed a force of destruction upon the land. Everyone else has fallen slave to his evil reign, but even he is unaware of what is to come.An example of an EXCELLENT plot:
You are a dragon, beast of legend with massive strength, intellect and wisdom. The world is nearing its end for an evil warlord has summoned a force beyond mortal reckoning and unleashed it upon the land.
Everyone else has fallen slave to his evil reign and he is as arrogant as ever. The marching of his armies shakes the land and sows death and destruction in its path. Be that as it may, even he doesn't know the follies of his actions.
You came upon a scroll that tells of what might happen if his fell armies are not returned to where they came. You're the only one left, but you gather a ramshackle resistance. Now, time is running out and you must stop the warlord before it is too late.A restrictive plot is where you don't allow roleplayers to have their liberty in taking the story their own way. For example, you have to get to the temple and retrieve a sword that can save the world. Along the journey, your players might make a few twists, just to make it exciting, but you restrict it.
A good example of this:
Roleplayer: All of a sudden, the sand in front of Mara turned into a gaping hole (This should make for a good plot point. What's in the hole, why did the hole appear?)
GM: Without warning, a warm breeze wafted from the hole and the sand filled it up again. James just simply walked on, eyes looking forward and his face was gaunt and set.
(The GM just stopped a potential sub-plot from forming. That's being restrictive)One way of avoiding it is to be flexible enough for any of the surprises. Try setting up your post in your mind while waiting for someone else to post. If they post something that at least partly makes your post impossible, don't make it so that your post makes their post invalid just like the above example. Make it fluid, adjust to the previous post. For example:
GM: The hole started to gape wider and swallowed Mara and Layla. James looked at them, shocked, but they would have to get out of it themselves. The temple was what was important. He looked onward, hoping that if ever he gets to the temple, he would be able to rescue them.That's how you make a fluid post.
So let us move on.
Spicing up a plot.
You could start off with a basic plot. Like, a hero is born, has to save the world thing. However, keep in mind, that's too plain and is unlikely to attract roleplayers.
Don't stress though, about being too original, in the world of fantasy, the chances are, that someone has written about what you're planning before you. There is, though, one way around this. Take your ideas, inspirations and such and then mash them together to make something original.
For example, the traditional save the world plotline. It can be spiced up by something like saving the world from the protagonist. Maybe even having the protagonist as a villain who wants to save the world so that he could destroy it.
You see, my good friends, a good plot is one that is unique in its own way but is a mash of the tried and tested formulae of fantasy adventures. Also, make sure that when you spice up your plot, it's still the old plot that you liked, just a little better. After all, what use is roleplaying when you don't even like what you're playing as or at least playing in.
That's it for this session of A Guide to PBP Roleplaying.
Part 2:[link]
Duh.
Fairy Tales, Teary Fails... Fantasy, Reality... Duh.Duh. That's it. Duh. So easy to see, so easy to prove right. Then why do people still believe in fairy tale endings? I don't know, but I do.
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