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Dusty
06-12-2004, 10:03 AM
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As we discussed in the "Discussion: Why Play?" thread there are a lot of reasons why people are attracted to prose RolePlaying - most of those relating to interactions with other interesting characters. However, I'd like to take the discussion a step further and go into things that encourage players to interact in the first place.

If we were simply here for the interaction with other players, why do we need gaming environments at all? We wouldn't need castles to roam, areas to explore, homes to build, caves to stumble upon, or any other sort of complex environment. Nor would we need plots, adventures, secrets to discover, interesting tools, skills, abilities, hidden rooms, or magical weapons.

So, why do we like to have all of those things I just listed above. It's true, fundamentally, I think the vast majority of us is here for some sort of interaction with the other players. Any environment, no matter how cool, realistic, or unique will quickly grow dull if you have no one to interact with in it. However, the things that truly makes the game itself interesting are comprised of many of those things I listed above, and more.

Things like secret doors, skills, tools, environments, and so forth are all things that encourage RP. Stop to think for a second about the last enjoyable adventure a character of yours had? If you stripped that adventure down, removing everything but the characters, how fun would it have been? What about the last really interesting roleplaying session you had with someone? How fun would it have been without any props in the room?

Now, think about the last time you encountered something for the very first time in a game. Perhaps you and a small group that was with you was the very first to enter some new area of the game. Was that a fun event for you?

How's about I use a personal example to illustrate a bit better. As some of you may know, I was a pretty avid CMer at one point. My character Ghent, was involved in many memorable experiences, but one that really stands out in my mind involved the discovery of what people often call the "Under Bailey". Ghent and a group of others felt that they were the first to ever discover and enter this secret dungeon-like area. It was one of those experiences that left your fingers welded to the keyboard, and your eyes taped to your screen, and all you could do was beg for more. And from that one awesome experience a landslide of other experiences resulted as new people discovered the area, evil creatures and villains began to inhabit it, and things turned generally insane throughout the castle.

*That* was one super nifty experience because it was very unique. You had no idea what you would discover, or what would happen next. Things like that make a game not only a fun place to interact, but something that leaves you on the edge of your seat. And that's definitely the sort of thing we aim for in MV. :D

In the next post I'll go into what I thought made experiences like this one, and others so powerful. I promise, this is a discussion thread. I just need to ramble a bit before I get to the point, as usual. ;)

The guy won't ever shut up,
Dusty. :D

Dusty
06-12-2004, 10:34 AM
So, props, tools, environments, and other stuff can make a game more interesting and encourage some pretty dang interesting RP. Now, if you noticed in my above thread, the event I touched on briefly was a one-time sort of thing. Events like that don't happen everyday because they take a lot of work and planning on the part of the staff. So, what did I do in between events such as that one that kept me coming back for more.

Events, such as Ghent's first visit to the "Under Bailey", are only a piece of online storytelling, and that's really what RP is all about, telling stories. Compare it to an epic battle scene in a drama, or when the couple *finally* gets together in some romantic comedy flick (not that *I* enjoy those *shifts his eyes and coughs*.) It's not scenes like that that make a great story. If the battle scene is the only interesting part of a drama then we call it a crappy blood and guts flick (apologies to those who love those, I know you're out there. ;)) If the only good part about a romantic comedy is when the guy and girl finally get together, the rest of the movie is likely some sappy, cheesy thing that make girls sigh in boredom and their significant-others gag.

Alternatively, if a movie has 10 different battle scenes in it, they can quickly lose their novelty unless it has a truly solid storyline. Or if the guy and girl get together and break up five different times throughout the course of a story, the final getting back together is not nearly as neat, now is it.

In other words, stories aren't about the triumphant climaxes, or the thrilling events that happen here and there. What makes a great story is continuous, ongoing, quality RP. It's the journey that matters, not the destination. If you wander around MV waiting for something really cool to happen to your character, it's possible that you will get rather bored. We have a lot of interesting things in the game environment to make it enjoyable, and unqiue and we're always groing, BUT, it's not the props and settings that make a movie (or game) great. It's the story. *pounds that point into your head yet again*

So, what makes great storytelling, and when is this Dusty guy going to talk about this intrigue and power stuff he mentioned in the title of this thread? We've already touched a bit on what makes great storytelling. In a nut shell, interesting characters driven by great players make great storytelling, and fantastic environments to interact in encourage them to do so.

I can't tell you how to become a great player. Lots of people could give you pointers, but it'll be up to you to learn how, and my biggest suggestion would be to learn from those around you. However! I can talk to you about a couple things that have always driven great RP for me, personally. That is the pursuit of intrigue and power.

When you think of power what immediately comes to mind? Do you see a massive, invincible warrior with a magical battle-axe and shining armour? A dark mage surrounded by an immense aura of power? A majestic king on his throne? An evil warlord standing before his hordes? These are are only a few types of people I would consider to have power in a game, and very few characters will ever become one of the above (and then it's always a fight to stay on top).

Now, if you thought of something else when I asked that question, that's great! You're thinking outside the box. If you didn't, don't feel bad or anything. ;) When I asked you that question, did you instead think of an efficient assassin, a saucy courtesan, a clever thief, a skilled blacksmith, a shifty-eyed spy, a holy priest, a charismatic politician, a clever policeman, a gambler with a lucky-strike, a steady-handed surgeon, a hilarious actor, a resourceful adventurer, a masterful seamstress, a perceptive ranger, a fast-talking merchant, a brilliant apothecary, or perhaps a cunning guild leader.

What makes the character types above powerful, because I assure you, each of them can possess a great deal of power? Many of the above might even have enough power to take on or take out the previous list I made above.

Again, what can make character types like this powerful? Or to do be more precise, what leverage might they have that other character types may not have?

There, I got to the question, happy?
Dusty. :D

PS - For those of you who're still wondering when I'll get to the part about intrigue, take my lack of an explanation of it as a hint. ;)

S. Bourdo
06-20-2004, 05:17 PM
Intrigue.

When does it happen? How does it happen? Why does it happen? How in the seventh heaven do *I* get my character involved?


These are the questions that rumble about your head if you’re looking for intrigue. However it’s not really an easy thing to FIND, unless you have the ability to see a story unfolding before you and jump into it with both feet.

And you have to jump in with both feet. Sitting on the sidelines, or barely putting your finger in the pie will NOT see you to the end of a story that involves intrigue. People who are really involved in the intrigues are taking a gamble on which side they chose, because you HAVE to choose a side to be with.

There are many factors to consider when you think you have found an intrigue that you want to be part of. First of all, what are the benefits of your character getting involved? Who else is involved? How much influence do they have, and can they destroy your character in the process once its all said and done? What about sides? Which side should you choose? How many sides are there? What is the worst thing/best thing that can happen to my character if I involve them in it?

These are the types of questions you should ask yourself when you happen to stumble on an intrigue. Sometimes the cost could be too high. Other times, the ‘price’ just right, dependant on how your character model is set up. But the important thing to remember about the intrigue you get involved in, is to ensure that you find someone else to ‘share’ it with, otherwise, it could stagnate and or simply disappear.

But again, this also can be troublesome and could in fact cause you problems down the road, especially if you are not careful in whom you chose to involve in your part of the story. Just because you’re able to find an intrigue does not always mean you may know how to manage it. Sometimes it might require you to bring in other people, or possibly turn it over to someone who could eventually benefit from it, yet leaving you entirely out of the limelight. Yet when the time comes, that person will remember you and perhaps bring you into another story later on down the road.

The thing you have to remember about intrigues and storytelling is that you have to continue the story in one way or another. You have to use props, such as scrolls or books or other writing utensils, or means of recording, either via poetry, In Character storytelling, pictures/arts or even believe it or not, through tattoos, craftsmanship of murals, weavings, or rug making.

Another aspect of getting involved in intrigues is that YOU can make some of your own as well! You need to know of course the starting point, middle and end to it, or at least have some sort of chapters written for each aspect as certain goals are met. Sometimes intrigues take time to develop, and other times they move swiftly. It is all dependant upon the level of intrigue you’re working with or are involved in.

Some intrigues are best done in spurts as well, especially with the shadier people you might have in your various accounts. Just remember, when your thinking about intrigues, keep the following in mind:

INTRIGUE - 1 a : a secret scheme : MACHINATION b : the practice of engaging in intrigues
2 : a clandestine love affair

PLOT - 4 : a secret plan for accomplishing a usually evil or unlawful end :

synonyms PLOT, INTRIGUE, MACHINATION, CONSPIRACY, CABAL mean a plan secretly devised to accomplish an evil or treacherous end.

PLOT implies careful foresight in planning a complex scheme <an assassination plot>.

INTRIGUE suggests secret underhanded maneuvering in an atmosphere of duplicity <backstairs intrigue>.

MACHINATION implies a contriving of annoyances, injuries, or evils by indirect means <the machinations of a party boss>.

CONSPIRACY implies a secret agreement among several people usually involving treason or great treachery <a conspiracy to fix prices>.

CABAL typically applies to political intrigue involving persons of some eminence <a cabal among powerful senators>


(PS. Yes I took the last part of this post directly from MW.com. :D )