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Locked Topic
Role Playing Game WorkShop (Ported over from Ranger Legacy); about RolePlaying on forums
Topic Started: Jan 14 2011, 07:07 AM (61 Views)
Rick
Administrator
Ycestar Knight
11-26-2010, 07:31 AM
RP Workshop created on Tuesday, February 19, 2008, 2:38:43 AM (for RT)
Minor edits made on Sunday, September 6, 2009, 10:13:39 PM (for all boards)

Welcome to the Official Role Playing Workshop.

The whole purpose of this thread is to help and aid role players, as well as role playing game creators, in the art of better role playing story creating. A lot of this information is based off of actual online role playing classes I attended back in 1997-1999 (I don't remember the exact date, but I know it occurred within this range.) To better aid all of you, I am going to section this whole thread off into indexed parts. Please note that a LOT of this thread also pertains to fan fiction writers, so refer to here often when you need to.

(You can find the Fanfic Workshop, here (http://www.rangervision.com/showthread.php?21537-Fanfics-Point-of-Information).)


====================

INDEX

Post #1......The INDEX (You're looking at it!)
Post #2......What is Role Playing?
Post #3......How Can I Create A RPG?
Post #4......How Can I Join A RPG?
Post #5......What is a Bio/Profile?
Post #6......Background, History & Non-Player Characters (NPCs)
Post #7......What is an acceptable post (AKA What NOT to do)?
Post #8......How do I Fight (do Combat Scenes)?
Post #9......Loners & Villain Characters (AKA the 6th Ranger)
Post #10....Gaming Etiquette
Post #11....Lesson #1: Know Your Character
Post #12....Lesson #2: Knowing When To Be A Pud
Post #13....Lesson #3: Remembering Where You Have Joined


====================

Ycestar Knight
11-26-2010, 07:34 AM
Post #2......What is Role Playing?

In some ways, role-playing is a lot like other games; it has rules, there are several different players, and most important, it's fun. However, role-playing games are probably quite a bit different from other games you're probably familiar with.

The goal of the game is to create a good story; since those things that make a good story are hard to measure, there's no real way for anyone to "win" a role-playing game. Instead of concentrating on making the most money (like in Monopoly) or nailing the most bad guys (like in Doom), the focus of a role-playing game is telling a good tale.

In other ways, role-playing is like writing a story; characters, plots, heroes and villains, triumphs and setbacks. However, there are also differences here as well. Normally, a story is written by one writer who knows how things are going to turn out. A role-playing session is uncertain by nature.

Each player takes the role of one (or more) specific character(s) in the story. Everyone has read a book or watched a movie and thought "Well, if I were him, I wouldn't go off into the woods alone!" Role-playing games give you the chance to take that impulse and run with it. As a player, you will dictate the choices made by your character(s) in the game, just as fellow players control their characters.

The exception to this is the Game Master - a sort of referee, director, set designer and general casting department rolled into one. While the players control their specific characters (who are, of course, the main characters - the heroes and heroines) and other possible non-player characters, the Game Master (or GM) takes on the roles of the secondary characters - everyone from the children who go to school to the frightened citizens to the specific bad guys and villains. The GM evaluates the actions taken by the characters, and then (using the rules and his imagination) describes the outcome.

Clearly the Game Master's role is important and takes a lot of work, which is why the players should respect the judgments made. Fortunately, the GM has a lot of help with the task of masterminding the story - the rules.

There are some role-playing games where the GM simply decides what happens, using nothing but his or her own judgment and sense of story (like in forum board RPGs).


Borrowed from Usagi Yojimbo Roleplaying Game by Gold Rush Games

Ycestar Knight
11-26-2010, 07:35 AM
Post #3......How Can I Create A RPG?

What a lot of people don't realize is that all my stuff in RPGs is "Spur of the Moment". I'll sit there and ponder a thought for an RPG idea, then I spend the next 1-5 hours typing up the first post with all the rules and stuff. Then, I post my first bio, and then... the rest comes naturally.

What you need to do is create a "form" like I use for my RPGs. This helps you keep things in their proper context. I'll provide some examples (with explanations.)

RPG Name:
(This is where you name your RPG; shorter names are usually better, though the 1-3 word title must be something that not only ties in with the whole RPG, but sounds so interesting that it forces people to look at your RPG without your having to advertise to people to come look at it.)

Time Frame:
(This is where you decide what time period, planet, dimension or where ever else your ranger team is going to be doing their thing.)

Place:
(This is the defined name of the general location that the ranger team does their thing. This could be a town's name, the name of an island, a name of a star ship, or whatever else.)

Situation:
(This is the entire main plot written to give information on how this whole mess got started, but limited enough so as to not reveal how to defeat the main villain at the end of your RPG's last episode.)

Ranger Designations:
(This is where you list all of the possible ranger colors that are available to be played. If you're only allowing a certain number of rangers, then only list that number of choices.)

Ranger Costume:
(It's always important to let your players (and the readers) know what your ranger's team costume looks like. This is where you list this information.)

Ranger Weapons:
You list the only weapons allowed to your rangers in this category.

Special Attack:
This is an unusual attack that could be combined with your weapon, or simply something that your character can do that is unique in battle, but ISN'T a special power (see below.)

Special Powers:
This is the one (or two) special power that the character may have. It is important to list what the power does, exactly, as well as creating a weakness that balances out this power. A power without a weakness is unbalanced to the point of being disruptive in any given RPG (i.e. reading everyone's minds is a definite no-no!

Vehicles/Mounts/Companions/NPCs:
This is where you list your ranger vehicles, as well as, your NPC mounts, animal companions, best friends (who are not rangers), etc. Any NPC the player lists may be played by him/her as an extra to the RPG. (The GM may have special rules in place concerning these.)

Morphing Sequence:
This is the entire morphing sequence written out to reflect a morphing sequence that you might see on TV. The morphing sequence should be pre-created by the RPG's creator, and this sequence should be used by all of the rangers in the team.

Zords:
Everyone loves zords and megazords. This is where you list the character's zords and/or what part of the megazord the zord fits into.

Villains:
This is where you name and document the only allowed villains in your RPG. Only the creator should make the villains. (NEVER LET A PLAYER SUGGEST THEIR OWN VILLAINS!!!) Grunts, and other monsters of notable worth should be listed here, as well.

Planning Battles:
You have to have it pre-decided in your head what fights are going to occur in each episode. This is a hit and miss technology. Sometimes it works, other times it doesn't. No one can really decide this for the creator.

There is no such thing as a bad RPG idea; there is only poorly thought out planning.

Ycestar Knight
11-26-2010, 07:36 AM
Post #4......How Can I Join A RPG?

Before you can join any RPG, you need to look over the rules and the other player's bios, so you get a good idea on what is expected in the RPG in question.

Once you have seen what kind of details are required, you then look to see if there IS an available position still open in the RPG, before asking the person (the guy/gal running the RPG) if you can join it. It's usually best to send a Private Message (PM) to that person (because posting the request inside of the RPG thread is usually annoying to every player in the game.) There may be special rules concerning this. Every individual RPG creator may have their own method for allowing you to contact them.

Once you're given permission to join an RPG, you then create and post your character's bio. If your character bio is approved, you can then begin interacting with the other players in the game itself. If you're playing a ranger who isn't in the action, as yet, you will need to wait for the RPG's creator to arrange an entry point into the game itself for your character.

As an alternative way to join an RPG, many creators may conduct a Casting Call for characters to play in their RPGs. They should decide how long this casting call should remain open before actually posting the Casting Call. Most sites provide a 2 week period, but the length of time is up the creator BEFORE he submits the Casting Call thread, and, he should state how long the casting call will remain open in the 1st post of his Casting Call thread. At least this way, the Creator has planned control over how long to keep the Casting Call open.

Ycestar Knight
11-26-2010, 07:37 AM
Post #5......What is a Bio/Profile?

A character bio is a brief but detailed biography of your character and everything that makes your character who he or she is. Without a bio, you may as well be playing the mailman or the postmaster in the nearby town. Bios are important because it gives the other players an idea on what to expect from your character during play. The shorter the bio, the less serious you'll be taken in the RPG in question. That's why you should always provide as many details as possible in your Bio. Most simple Bio submissions are okay for simple, ho-hum, RPGs. But if you have a complex RPG in the works, then the more character info the player can give on their character, the better off they will be in the actual game play.

Bios can often include your appearance and your personal attire. Some RPG creators allow you to post a picture of your character, unmorphed, in lieu of an actual written description. Pictures are fine in simple RPGs, because your players are not required to be creative or detailed when writing their bios, nor in how they post in your RPG in question. So don't be surprised when you get response posts like "Okay I hit the putty" or "I follow the two guys I see talking".

Appearance is everything non-clothing about your character. This includes hair, eyes, skin, height, weight, birthmarks, tattoos, general build info, and anything else that is very, ahem, personal to your character.

Attire is everything the character wears on the average day when not ranger'ing. This can include every individual particle of clothing that your character wears, any jewelry, glasses or contacts, caps or hats, and other wearable accessories. A lot of times, I might see a bio submission with no attire listing. I jokingly think to myself that the character is naked. I mean, if you don't include it, you don't have it. Right?

Ycestar Knight
11-26-2010, 07:38 AM
Post #6......Background, History & Non-Player Characters (NPCs)

Background: If a player is going to say anything here at all, then they definitely need to fully describe, not only their hair, eyes, and skin, but to explain a good deal of the character's background history. Too often I see something like, i.e. Joe Shmoe was an average person until one day he got his morpher then his life was completely different. BORING!!! Players need to add flavoring here, or no one is going to take the character seriously. You don't just appear out of God's anal cavity with no background; everyone has a history. A lot of something is better than a lot of nothing.

History: Knowing some things that made your character who they were before they encountered the ranger-creating situation, helps you to better understand your character. Simply appearing out of nowhere with no past to speak of is not a good way to join an RPG.

Non-Player Characters (NPCs): These are the non-ranger characters that you might encounter at the local public hangout. They can be either good or bad people. They might be a ranger character's best friend, or a girlfriend. An NPC could even be the ranger's pet, or another local animal that knows more than the common animal. NPCs are important because they can sometimes give you an excuse for having the bad guys show up. (How best to get at the rangers, than to strike at the ranger's best friends (or pets).) A good Game Master can use this to his advantage during any portion of the RPG, especially if the RPG has hit a lull or slow point.

Ycestar Knight
11-26-2010, 07:40 AM
Post #7......What is an acceptable post (AKA What NOT to do)?

An acceptable post is one that promotes not only an action, but a statement, as well. Replying with one word, or a single line, is NOT good role playing. You're not in kindergarten any more, are you? Also, all posts that are not accompanied by the (OOC: ) prefix should automatically be considered to be an In Character (IC) post. It is not necessary to place IC: in front of every post you create.

Why are out-of-character (OOC) comments important? If you have to comment, out of character, on something or inform the other players about something important, enclose the comment in ( ) symbols. (OOC: This is an example of an out of character comment.)

You don't have to do this if you don't want to. Just use common sense.

Everyone has their own unique way that they may post. There are several formats, including: script, storytelling, and many others. Just because you don't post in the same format as the others does not make you a bad role player. You're only a bad role player if you respond with one word responses, one-liners that fail to include proper punctuation, or even, interrupting a scene to point out the rules (a definite no-no! Your job isn't the rules; your job is to play your character.)

Posting a request to join the RPG in the middle of the RPG is frowned upon. (See Joining an RPG above...)

If players in an RPG see a brand new person suddenly posting in the RPG as if he or she has joined, don't become a nuisance yourself to tell the person he or she can't be there. Instead, contact the RPG's creator and ask them if this person has permission to be posting (aka has legally joined the RPG and the other players haven't been informed of the joining.)

How often should you post? At least 1 to 3 times, minimum, within a 3 day period. Some people work for a living, or go to school, and cannot post as often as others who are on their computers all the time. However, if you can be on the site, then you should have the time to post something, even if that something is to post an OOC comment explaining that you can't post that day, or more better would be to PM the RPG's creator and ask them to preserve your character for a set length of time. This gives you time to be away, and when you return, your character is still in the RPG. If you're simply tired of the RPG, or the RPG has gone in a direction you are not comfortable with, inform the RPG's creator about it. There is no reason to leave the other players wondering why you aren't posting.

Ycestar Knight
11-26-2010, 07:41 AM
Post #8......How do I Fight (do Combat Scenes)?

Whenever a planned fight occurs, you type out your post as if you were describing your own actions in a story.
Here's a combat example...

John and his friends were walking in the park that afternoon, when suddenly, Rita sent a squad of Putties to attack John and any friends who happened to be with him, thinking that any friends who were with John had to be Power Rangers, as well.

As the Putties approached in a menacing manner, John shouted to his friends, "Head for cover, guys! I'll handle these punks!" Then, his friends ran for cover, as John began his assault on the Putties.

"You chose the wrong day to mess with me! Ha!" John shouted, as he struck his fighting pose. "You're going down!" And then, John began his attack on the Putties.

The Putties tried to strike John, and successfully struck him a few times. John knew that he had to draw these Putties away from his friends so he could morph into action. He leaped up, tagged a few aside their heads, and taunted them, as he ran off, leading them into an empty parking lot behind a hardware store.

John shouted, "You've had it now, punks! It's morphing time!" John then shouted off his morphing call, as he pressed the morphing button on his wrist morpher! Sparks flew as his ranger costume appeared on his body, followed by his helmet, and then his weapon! "Power Rangers!"

The Putties weren't as eager to attack a Power Ranger, but there was no way that John was going to let these guys get away! He leaped into the air! "Ha!" as he fired his pistol at the Putties causing explosions to each Putty that he destroyed.

Soon, all of the Putties were gone, as John said, "That was weird! I better contact the others and find out what's up!" He then raised his morpher to his helmet and tried to contact his fellow Ranger friends.
This combat example shows you how you should post fights. I did all of this in 4 quoted fields to represent 4 separate posts. The 2nd part of the post at the end was designed to give the others a chance to interact with your character, and to perhaps explain what just happened. Or maybe, they were each attacked, as well, which would give your Ranger character an excuse to go over to their area and help them out.

Ycestar Knight
11-26-2010, 07:41 AM
Post #9......Loners & Villain Characters (AKA the 6th Ranger)

Loners: These are characters who do not fit into the team mentality of the RPG. When you say there is no "I" in TEAM, it is this kind of character you are referring to. The Loner. He may or may not have ranger powers, and if he does have ranger powers, these powers, as well as his costume, may be completely different from the rest of the ranger team's costumes and powers. His zord, as well as megazord (in some cases), will likewise be as different as his costume and powers. This is a type of character who usually becomes the next type of character...

6th Ranger Position: These are those mysterious characters who are so powerful, the team they eventually join get beat up by this guy multiple times (Tommy the Evil Green Ranger; Trent the Evil White Ranger; etc.) While they are evil they are all powerful. But once they join with the team, their powers seem dampened, or most times, weaker than normal. It is only when they operate alone when their powers resume their masterful levels once again. (Because this type of character can be very disruptive within an RPG, most good game masters (RPG Creators) will not allow 6th Ranger Position characters within their RPGs.)

Villain Characters: While not very well accepted, the Villain character can often prove to be more fun to play than the 6th Ranger Position. This is because they will never be asked to join the team, and most times, will prove themselves early on as being a greater asset to the heroes, than a detrimental foe. While most Villain characters seek the heroes demise, a few have hidden agendas that cannot come to pass if the heroes are slain. (Again, because this type of character can be very disruptive within an RPG, most good game masters (RPG Creators) will not allow Villain characters within their RPGs.)

Ycestar Knight
11-26-2010, 07:42 AM
Post #10.....Gaming Etiquette

Like most other activities, gaming has a few "unwritten rules" to make things go smoothly and help everyone have a good time. For your convenience, we'll mention them here.

1. Players Should Respect The Game Master

If you think a mistake has been made, don't bring it up in the middle of the story. Nothing breaks the mood of a thrilling battle faster than someone who says, "No, I should have made that hit because in Post #1 it says..." The common name for such a person is "rules lawyer." If a GM is unfamiliar with the rules and asks for help, that's one thing; but otherwise, the word of the Game Master is final. This game is not a democracy.

2. Game Masters Should Respect The Players

If you're going to run a game of Power Rangers your job is to make it fun for the others. To do this, you need to present them with challenges. Don't be fooled into thinking that you must "beat" the players just because you are controlling their enemies. Players get frustrated quickly when confronted with battles that they cannot win. This doesn't mean that every fight should be a cakewalk; fights that can't be lost become just as boring and pointless as fights that can't be won.

While you have a lot of control over the story, remember that your players have minds of their own. They may not do as you expect, or what you think they "ought" to do. This is okay; in fact, it's what makes role-playing games unique. If they take you by surprise, they're giving you ideas you would not have otherwise had. Don't reject these gifts because they're unexpected.

3. Players Should Not Be A Plot Hog

Different game episodes will focus on different characters, depending on the story. If you want other players to let you be in charge when your character is central, you have to be willing to let them be the most important when their characters are at center stage. If there are four players in your game, you should only be the center of attention about one-fourth of the time. (Of course, most of the time you should be working together; just make sure you do work together, rather than each person fighting for their own way!)

4. Be Prepared

As a player, this means that you should be familiar with your character's abilities, how often they can be used and what, exactly, they do. It also means that you should remember the people you meet, the places you go and the things you do. Finally (and most importantly), remember what kind of person your character is; not just in terms of abilities and skills, but in terms of personality.

For GMs, preparedness is even more important. Know in advance where you think the game might go. It may not end up there, but most of the time you'll at least have a basis from which to figure things out. If you know that certain people will be met by the characters, figure them out ahead of time and make them interesting. If all your shopkeepers are the same grouchy old man or all of your villains are the same huge cruel fighter, they will become generic to your players. How about a huge, cruel merchant or a grouchy old villain?

Also, the GM should be as familiar with the rules as the players are - hopefully more familiar. This will prevent you from getting bogged down in arguments (see rule #1) and it will make running the game much easier and more fun. Check over anything that seems complicated before playing. And in a pinch, don't be afraid to just figure out an outcome that "feels okay." After all, gaming is about having a good time. If you miscalculate a little now and then, no one will care (or even notice) if they are having a good time.


Borrowed and edited from Usagi Yojimbo Roleplaying Game by Gold Rush Games

Ycestar Knight
11-26-2010, 07:43 AM
Post #11.....Lesson #1: Know Your Character

Your Character Is Fictional; You Are Not. What this means, literally, is that while you, yourself, may know all about Power Rangers, because you've seen almost every episode, your character has NOT had that prior experience.

Therefore, when you play your character, you must literally forget EVERYTHING you know about Power Rangers, so that you can BE this character in the Power Rangers' world/universe. Your character can only know what you've included in your Bios, including the "basic schooling" stuff that everybody has knowledge of. Your character cannot know what you know, or else you are not playing your character at all. You're playing yourself who has an unfair fountain of Power Rangers knowledge that your character has no access to. If you end up playing yourself, you may as well quit the RPG in question, because it will no longer be fun for the other players, or the GM, either. If a game is no longer fun, your peers will remember that it was you that caused the game to fail, and they may not want to role play with you anymore.

Just because your character cannot know what you know, doesn't automatically make him foolhardy or stupid. This is a good reason for knowing your character intimately before you begin play in the game with him/her. The character is a person, same as you are a person, but they are not going to be the same as you are. This is a good reason for creating a detailed background for your character. I've said this before and I'll say it again... the more details you list in the Background/History, the better off your character will be in the game.

I didn't mention this before (above), but you can list the non-high school skills that your character may have within the Background Information space. As I've said before, a whole lot of something is better than a whole lot of nothing. The character of an average intelligence is capable of knowing 1 language. The character with an above average intelligence is capable of knowing 1 or 2 languages. An extremely exceptionally intelligent character (aka Billy Cranston) is probably capable of knowing 2 to 5 languages. And when I say "knowing", I am referring to the ability to "learn" another language. The average character is likely to only know their base culture's language. If the character lives in the United States, this is likely English. If they live in Canada, this is likely French-Canadian, primarily, before English as a secondary language. (I have some Canadian friends who have verified this.)

Therefore, only know what your character knows is the best way to play your character. If they know what you know, then your character doesn't exist, because you are playing yourself.

Ycestar Knight
11-26-2010, 07:48 AM
Post #12.....Lesson #2: Knowing When To Be A Pud

If you're powerful from the start and never lose fights, then you're not needed in the RPG in question. Otherwise known as God-Modding, if your characters are like Bruce Lee, never lose a fight, can defeat the grunts without special powers, and/or have unfair knowledge that you shouldn't have, then you're simply wasting not only the RPG creator's time, but the time of your fellow players, as well.

Being that powerful from the very start defeats the whole purpose behind being selected to receive powers (morphers) that will enable you to gradually improve yourselves so you can win against the enemy. A lot of you simply cannot grasp this concept. You think that because your Player knows all about Power Rangers' enemies, that your Characters automatically know this, as well. Assuming this, and having your characters act accordingly to this belief, is God-Modding. If your character is that powerful from the start, why the hell are you even in the RPG to begin with? Your character is actually TOO POWERFUL if they can win without Ranger powers.

How can you improve yourselves if you're already at maximum power and at maximum ability from the start? As the old saying goes, "the only way to go once you're at the top is down." Most RPG Creators are encouraged to make the bad guys equal to, or more powerful than, just 1 of the good guys. There is no "I" in "TEAM". As a team, it is likely that you would win against your enemies. But not automatically from the start.

A perfect example of this was my old Hawkstorm RPG... It was supposed to take place at the same time as MMPR Season 1, as in, between every episode of MMPR and use the exact same villains that MMPR had. Lord Zedd wasn't around. Tommy wasn't part of the MMPR team. Yet... the Hawkstorm guys were already messing up, because they were performing like they could defeat the attacking Putties, even though they should NOT have had any prior knowledge on how to fight them. The Hawkstorm guys didn't even have their morphers yet, so they couldn't use the excuse that MMPR was famous for, which is, when morphed, you automatically know what to do, and can actually fight grunts better than you could when unmorphed.

Therefore, being a weak pud, at first, is actually better in the long run, because once you do earn/gain your power, not only are your peers impressed by your character, but the bad guys are likewise impressed by your character. If you're playing this near-god powered character from the start, then you're actually more susceptible toward being taken over by the forces of evil because your character is too arrogant to actually resist any offer that the forces of evil presents to your character. (If anything, Rita Repulsa was good at getting seemingly "good" Angel Grove students to join her side and become evil.)

Ycestar Knight
11-26-2010, 07:49 AM
Post #13.....Lesson #3: Remembering Where You Have Joined

A lot of times, players join RPGs because they think they will have time to participate in the given RPG that they joined. But often is the case where a RPG will fall into disuse (not being posted on in over 14 days), and then, the RPG becomes a candidate for the archives.

This disuse isn't the RPG Creator's fault at all.

The main reason this happens is because the joining players have joined one-too-many RPGs, and have forgotten which RPGs that they are actually in. When this happens, the players will only post in the most popular RPGs that are in the top 20 slots of the RPG Forum, and they will forget the rest. (For me, the top 20 slots is all of page 1 of the RPG forum.)

The best thing to do, in this case, to help you remember where all you have joined, is to post your list of actively joined RPGs (where you are a player) within an official thread for that purpose (if such would help.) We can always edit this list later on. I mean, it helps to write down this list somewhere, right?

Many of the RPG Creators know what I am talking about here, don't you?

If you have forgotten which RPGs you are actually in, the RPG Creators SHOULD PM you to remind you when you haven't posted in a while, especially if their RPG is at a crucial point where your input is necessary.

In closing, always try to remember ALL of the RPGs that you join. If you're going to join a RPG, then stick with it. Quitting part way through doesn't paint a pretty picture of you as a player, now does it?

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