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The roleplay conundrum
Posted: Fri May 31, 2013 3:42 pm
by Chairman_Tiel
There's a fine balance that needs to be maintained, or perhaps not at all.
It boils down to too much control versus too little control. If the GM of a roleplay excercises so much authority that it cannot progress without him, then you end up with something similar to my Shinobi RPG, where my absence consigned it to the graveyard. However, too little control and you end up with everyone wanting to be that good character/nation that wins all the time and never takes losses. And there's nothing wrong with that, it's basic human nature to want to emerge victorious from a struggle. But in a roleplaying environment it leads to a ton of arsepulling (basically getting attacked and magically having something to counter it) and general accidental OPness. It also leaves these players to fend for themselves as far as deciding battles, which leads to equally silly results akin to a playground argument concerning fantastical superheroes. On the other hand, if the GM goes out of his way to decide everything it may well lead to him/her getting bored of the RP entirely due to inputting flagrant amounts of numbers to figure out this and that, and players getting confused for lack of tracking everything.
So, I ask you - what is the ideal solution to this quandary? Do you prefer one or the other? What do you think would be the ideal balance?
I ask for the sake of when fenway restarts the general rp
Re: The roleplay conundrum
Posted: Fri May 31, 2013 3:50 pm
by Prototype
Problem is, I just don't see how you can regulate this, other than saying you can't just pull something out of your backside, you have to have had it there before the battle started, and once you've entered ships into a battle, you have to use what's there's you can't warp in a load of Uberdreadnoughts, but of course, I have no idea how you could enforce that.
Re: The roleplay conundrum
Posted: Fri May 31, 2013 4:02 pm
by Crash Override
Prototype wrote:Problem is, I just don't see how you can regulate this, other than saying you can't just pull something out of your backside, you have to have had it there before the battle started, and once you've entered ships into a battle, you have to use what's there's you can't warp in a load of Uberdreadnoughts, but of course, I have no idea how you could enforce that.
2 problems: Roleplay without numbers generally dont function well. Without numbers,everything is Arsepulling.
Second: I think that to a nation have a valid warship in the rp,they should have it in the Ships thread. Not that everyone like the idea,but sometimes a ship special weapon is not arsepull if you build the ship with care months before in your page
Re: The roleplay conundrum
Posted: Fri May 31, 2013 4:05 pm
by ACH0225
Rather unfortunately, some of us are not welcome in the ships forum, and do not post there.
Re: The roleplay conundrum
Posted: Fri May 31, 2013 4:13 pm
by Crash Override
ACH0225 wrote:Rather unfortunately, some of us are not welcome in the ships forum, and do not post there.
Oh

Re: The roleplay conundrum
Posted: Fri May 31, 2013 4:23 pm
by Vinyl
Lightspeed wrote:ACH0225 wrote:Rather unfortunately, some of us are not welcome in the ships forum, and do not post there.
Oh

Why don't we let you post there, ACH?
Re: The roleplay conundrum
Posted: Fri May 31, 2013 4:47 pm
by Chairman_Tiel
No, he just has some misplaced belief that since he refuses feedback of any kind he's not welcome in the vessel architecture section.
Re: The roleplay conundrum
Posted: Fri May 31, 2013 5:04 pm
by Professor Fenway
I don't really build ships either. That makes a problem, because I can't really HAVE anything without building them. And I am very attentive to interiors, unlike others who LOVE building empty shells.
I think the problem is that without enough numbers, everything becomes an arsepull, but add them and it's automatically too complicated.
Re: The roleplay conundrum
Posted: Fri May 31, 2013 5:33 pm
by ACH0225
Tiel wrote:No, he just has some misplaced belief that since he refuses feedback of any kind he's not welcome in the vessel architecture section.
Responses like 'my eyes burn' left me feeling pretty unwanted.
Re: The roleplay conundrum
Posted: Fri May 31, 2013 6:03 pm
by Crash Override
Unit 340 wrote:I don't really build ships either. That makes a problem, because I can't really HAVE anything without building them. And I am very attentive to interiors, unlike others who LOVE building empty shells.
I think the problem is that without enough numbers, everything becomes an arsepull, but add them and it's automatically too complicated.
I love building interiors too,most of time with mods like Atomic Science. You can really put cables and everything

Re: The roleplay conundrum
Posted: Sat Jun 01, 2013 1:55 am
by Ivan2006
You don´t say?
Anyway, any idea why Flan's mod doesn´t load when I have UE installed?
Re: The roleplay conundrum
Posted: Sat Jun 01, 2013 2:22 am
by Iv121
Maybe you should post it in the right thread ...
If you took on yourself to be a GM it's a responsibility, you can't run away from it and must actually be there to monitor and control your RP. Yes, if you go away the RP is a graveyard, that is how it should be because someone has to moderate it and people cannot make decisions here themselves. Either you should be ready to be online frequently or don't make an RP in the first place. There are no gray areas and it doesn't matter how much control you give or not give to the players - so long any control remains you need to be there, if no control exists it is not an RP anymore.