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atwin32

New member
Mar 14, 2011
34
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Name: The escapist colosseum
GM: atwin32
Genre: misc.
status: open
link: http://www.escapistmagazine.com/forums/read/362.271060-Escapist-Colosseum

Anyone can register any character of any type to participate in RPG style battles over the weekend.
 

Lizmichi

Detective Prince
Jul 2, 2009
4,809
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[HEADING=3]Arcane Uprising: Setting Sun[/HEADING]
GM(s): [user]Lizmichi[/user]
Genre/Type: Dragon Age/Fantasy
Status: Not Started and taking sheets.
Link: Arcane Uprising: Setting Sun [http://www.escapistmagazine.com/forums/read/362.271589-Arcane-Uprising-Setting-Sun-Dragon-Age-Mage-RP-Open-and-taking-sheets#10457834]
Brief Description: Ferelden is still ravaged with Darkspawn 6 months after the end of the Blight. With the Gray Warden commander in Coastland, Alistar calls Antivan Gary Warden Fen Arsan for assistance. She is charged with the duties to rebuild the Gary Wardends and protect Ferelden from Darkspawn. It seems, however, issues between the Chantry and Mages may get in the way of her quest.
 

PrinceOfShapeir

New member
Mar 27, 2011
1,849
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[HEADING=3]The Crown of Albion[/HEADING]
GM(s): [user]PrinceofShapeir[/user]
Genre/Type: Fantasy, Arthurian Legend
Status: Not Started and taking sheets.
Link: http://www.escapistmagazine.com/forums/read/362.273694-The-Crown-of-Albion-RP-interest-check
Brief Description:After the death of King Arthur, Britain is in chaos as the bastard tyrant Mordred claims rulership. Opposing him is Arthur's true heir, Constantine, who seeks to raise a new Round Table to overthrow him.
 

CounterAttack

A Writer With Many Faces
Dec 25, 2008
12,093
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Heads-up, people who read this thread:

I will be conducting a series of interviews with GMs of threads soonish, and these interviews will be posted in this thread when completed. If you're a GM interested in taking part in this, shoot a message my way and I will see what I can do. I'll probably talk to about five to eight people for this survey/interview process.

With this, I think we can display the ideas and thought processes of some of our GMs, and maybe provide some hints and tips on roleplaying, writing in general, and possibly even help for aspiring GMs.
 

NeoAC

Zombie Nation #LetsRise
Jun 9, 2008
8,574
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Been meaning to actually submit this, kinda dragged my heels but it's up now!

[HEADING=3]The Road to Indigo (Pokemon RP)[/HEADING]
GM(s): [user]NeoAC[/user]/[user]Mookie_Magnus[/user]
Genre/Type: Fantasy/Video Game/Anime
Status: Closed/Started
Link: The Road to Indigo [http://www.escapistmagazine.com/forums/read/362.262286-The-Road-to-Indigo-Pokemon-RP-Closed-Chapter-2-Nothing-But-Rocks-and-Trees?page=1]
Brief Description: 8 young aspiring trainers are sent out on a quest in Kanto, 10 years after the original series. Along the way they will acquire new partners, battle Gym Leaders and run into the shadowy syndicate Team Rocket. Basically you seen the game, you seen the anime, you can figure out what's going on here.
 

revolverwolf

New member
Jul 1, 2008
2,840
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CounterAttack said:
Now that I think about it, you should take Escapism Academy and Ratings War V off the list. They're done. Ratings War VI should be up soonish, so I might put that up here whenever it gets going.

And since I'm here:

[HEADING=3]Saviours Of The Waking World[/HEADING]
GM: [user]Sam G[/user]
Co-GM: [user]revolverwolf[/user]
Genre/Type: Homestuck RP
Status: Started, Closed
Link: Saviours Of The Waking World [http://www.escapistmagazine.com/forums/read/362.269630-Saviours-of-the-Waking-World-Homestuck-RP-co-GMed-by-Revolverwolf#10347388]
Usergroup: Saviours Of The Waking World RP Discussion [http://www.escapistmagazine.com/groups/view/Saviours-of-the-Waking-World-RP-discussion]
Brief Description: You, a youth full of energy and anticipation, stand in your bedroom, preparing to play a game with seven of your friends. This is not just any however; this game could decide the fate of the universe, and several other universes, for that matter. Along the way you shall experience wacky antics, evade devious foes, encounter tragedy, romance, humour, and possibly even discover the true meaning of that human disease called "friendship".
 

CounterAttack

A Writer With Many Faces
Dec 25, 2008
12,093
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revolverwolf said:
Now that I think about it, you should take Escapism Academy and Ratings War V off the list. They're done. Ratings War VI should be up soonish, so I might put that up here whenever it gets going.
Done. Cheers for the heads-up.

Y'know, that should be a thing. If someone notices that an RP is still here when it's finished, they should tell me more often. That way the Index gets updated constantly and we don't have any outdated material on the front page.
 

JoJo

and the Amazing Technicolour Dream Goat 🐐
Moderator
Legacy
Mar 31, 2010
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CounterAttack said:
Done. Cheers for the heads-up.

Y'know, that should be a thing. If someone notices that an RP is still here when it's finished, they should tell me more often. That way the Index gets updated constantly and we don't have any outdated material on the front page.
Since I had a bit of free time, I just went through the list now and the following RPs haven't been posted on since February at the latest, so I assume they're all dead:

The Parahuman Emergence
Bleach The Hollows Roar
The Nexus rex Francorum
The Twisted Earth
Shin Megami Tensei Persona: Dissonant Strain
Shield of Fremmol: Affliction of the Spirit
The Janus Excursion
The Neptune IV

Also Strain hasn't been posted on since the 10th March so that's probably died too but I'll leave that one up to you to judge since that is a much shorter inactivity time than the others I've listed here.
 

CounterAttack

A Writer With Many Faces
Dec 25, 2008
12,093
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JoJoDeathunter said:
Since I had a bit of free time, I just went through the list now and the following RPs haven't been posted on since February at the latest, so I assume they're all dead:

The Parahuman Emergence
Bleach The Hollows Roar
The Nexus rex Francorum
The Twisted Earth
Shin Megami Tensei Persona: Dissonant Strain
Shield of Fremmol: Affliction of the Spirit
The Janus Excursion
The Neptune IV

Also Strain hasn't been posted on since the 10th March so that's probably died too but I'll leave that one up to you to judge since that is a much shorter inactivity time than the others I've listed here.
Thanks a bunch for that. I've updated the Index as necessary and revamped the format in which RPs are indexed. I'll give Strain until the 10th April; if there are no new posts there by then I'll remove it.

The Janus Excursion has simply been put on hold: it will be revived at a later date. It will still happen, just not right now: hence why I'm keeping it there.
 

All Hail Lelouch

New member
Feb 5, 2010
2,240
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Yu Yu Hakusho! Spirits Amok!

GM(s): All Hail Lelouch

Genre/Type: Based in the Yu Yu Hakusho Universe

Status: Open and accepting
Link: http://www.escapistmagazine.com/forums/read/362.275238-Yu-Yu-Hakusho-Spirits-Amok-A-Spirit-Detective-RP

Usergroup: N/A
Brief Description: Strange events are happening in Danmour, a small, quiet town about thirty miles Northwest of New York City. A small group of its Highschoolers are claiming to see monsters and demons.It is the duty of these Spiritually Aware teens to beat back the demons that are invading their town, cut off the source, and save the world. Along the way, they will make new allies, find old veterans, wield powerful artifacts, and harness their spiritual powers to defend their friends, family, and themselves.

This is my first time creating an RP so i hope that this one prospers. :D
 

Lost In The Void

When in doubt, curl up and cry
Aug 27, 2008
10,128
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With the conclusion of Mythos it has become time for me to step into the GMing chair already. As such here is the description of the new RP

Name: The Ruins [Prototype Name]
GMs: Lost in the Void
Genre: Post Apocolypse/Steampunk
Status: Accepting Sheets
Link: Interest Thread [http://www.escapistmagazine.com/forums/read/362.275054-Ruins-An-RP-Concept-in-the-Making-Now-Accepting-Sheets#10657364]

Description:

Imagine a world that nature has reclaimed; no skyscrapers, pollution and machinery destroying our delicate world. Things are simpler now; simple tribes litter the planet, scattered by petty ideology, much like humanity always has been. This is the world now; after the Event, the Ascension occurred where humanity took a step back from their industrial powers and it seemed like an overnight change to the way things are now. You are members of one of these tribes; you live shadowed by the tattered ruins of an old factory. Your tribe has a rich history of new culture and technology, based off the steam devices scouts have found in the factory; however there are rooms, despite being opened once, have been sealed and locked away; the Elders seem to hold these secrets from the population. Fortunately, you and your friends are only children by their standards, barely 16; in short a free reign is given easily to explore the ruins. There is a misplaced trust that the child's mind doesn't turn to mischief; perhaps in these ruins lay treasures to be found, technologies beyond imagine, or even just an adventure waiting to happen.
 

CounterAttack

A Writer With Many Faces
Dec 25, 2008
12,093
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We've had three spambots in this thread. Why are they targeting this one in particular, I wonder... Most perplexing.
 

Baldrek

Elite Member
Jun 26, 2008
2,031
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41
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Norway
[HEADING=3]Of Mages And Kings: A Twokinds RP[/HEADING]
GM(s): [user]Baldrek[/user] and [user]RBMidknight[/user]
Genre/Type: Twokinds/Fantasy
Status: Not started and accepting sheets.
Link: Of Mages And Kings: A Twokinds RP (Interest Thread) [http://www.escapistmagazine.com/forums/read/362.276026-Of-Mages-and-Kings-A-TwoKinds-RP-Interest-Thread]

Brief Description: Many years after the world changing events of the rebellion, the land of Mekkan is divided into several independent nations, some clinging to the old tradition of human superiority and slavery, and other having embraced the idea of equality between Mekkan's three races, the Humans, Keidran, and Basitin. However, even now in this new age of prosperity not all is as it seems. (Please note that no prior knowledge of the Twokinds comic is required)
 

OutcastBOS

Elite Member
Sep 20, 2009
1,490
0
41
I've got a new one
[HEADING=3]Home on the Wastes[/HEADING]
GM(s): OutcastBOS
Genre/Type: Video game based RP
Status: Open.
Link:http://www.escapistmagazine.com/forums/read/362.278800-Home-on-the-Wastes-A-Fallout-RolePlay
Brief: So, it's basically what it says on the title. You make a character set in the Fallout world, and we adventure.
 

CounterAttack

A Writer With Many Faces
Dec 25, 2008
12,093
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Thought I'd forgotten about this, did ya? Think again, readers, because the first batch of interviews is up and ready for GMs to read, reflect on and see how they can improve their threads. Whether you're a first-timer or experienced veteran, these deserve a read if you're looking to improve your writing and roleplaying skills.

For convenience, each interview is in its own separate spoiler. Also, most if not all of them are particularly long reads. Definitely worth it, though. Without further ado:

[HEADING=1]Index & Digest Interview 1:
GMs and the Way They Work
[/HEADING]​

JoJoDeathunter (Prey):

1) What inspired you to start up the thread or threads you are currently GMing?

Well, I didn't. I kinda inherited Prey after a couple of weeks of being temporary GM... that happened because I was generally a nosy player who'd stick his nose into whatever the original GM, SamuelT, was doing and so when he wanted to pass on the role I sort of fell into it. I joined the RP as a player though because there seemed to be a lot of freedom in character creation and situation and the concept was easy to get into, which as a first time RPer sounded like a good way to start.

2) What kind of things do you do as a GM, in terms of plot devices, story arcs, central non-player characters, McGuffins and the like?

I have a general idea for a plot planned out, which I use a couple of NPC's and my own character to direct. My plan is very loose though, as I try to give the players as much freedom as possible to react to the world in a way they think their characters would, so I'm constantly adjusting my ideas to fit with the player's choices. For example, the unforeseen leaving of one of my players forced to me to kill off one of the principal characters of Prey, which led to some significant changes to what I had planned. I think that's a good thing though it means the plot forms more naturally and allows for events which I wouldn't have thought of myself.

3) How do you judge applicants to your threads? Will you accept anyone and everyone, or do you look for something special about the writer or their character?

I haven't had to do that yet for other than a couple of players joining mid-RP, but if I was starting an RP I'd rather hold auditions so I could choose what I prefer, and help bring in an element of competition so everyone comes up with their best. I like characters which a little bit different from the norm, so I'd pick a diversity of characters; the more detailed the background, the better. Of course that's assuming that the background is sensible and fits the theme of the RP.

3a) On that note, are there any hints or tips you could give to people writing character sheets for one of your threads in the future?

Personally, I'd say for writing a character sheet the first priority should be to make the character someone you would want to play, as too many good RP's have gone down because several players lose interest in their characters after a month or two and drop out. It's better to have players who are 100% happy with their character rather than those who have designed theirs exactly to my specification.

4) What is your writing style? For example, how do you detail the thoughts and actions of your characters?

I use 3rd person and usually a mixture of actions, speech and descriptions of thoughts and emotions. I don't tend to often directly write thoughts as if they were internal speech as it doesn't often feel that natural to me. If I'm controlling an NPC, I usually only describe their speech and actions so the player knows no more than what their character can see or hear.

5) How do you develop your characters as the roleplay progresses?

I start with a specific mindset for the character, built within the first few posts as I flesh out their back-story and settle on a style. From there, I let them react the RP as it happens and change their attitudes accordingly to whatever they experience. For example, in Prey my character Maya starts as fairly innocent and playful, pretty much a regular child other than the fact she can turn invisible. As the RP has continued, repeated exposure to danger and more recently death of her only friend has made her increasingly disturbed, though she still retains the core of her original nature.

6) Do you have a favourite type of roleplay? If so, what is it and why do you like it? (Keep it PG-13, please. =D)

Generally non-combat, because I feel there's a very limited amount of interesting things you can write about fighting itself. I do enjoy writing about the emotional effects of danger or warfare though and how it affects the characters psych, in-fact exploring how a character would react to a wide range of people and situations is what I like most. More specifically, role-playing as children is always interesting as they should have a very different worldview than an adult, and it provides someone different from the norm for other players to interact with. I find it also forces you to rely a lot on other characters for support as there's a lot a child character cannot easily do by themselves, which helps bring everyone together.

7) Is there anything you could say to help an aspiring GM get a better grasp of the task? It *is* an important part of roleplaying.

I suggest that maintaining communication with your players is the best way to keep your RP running; if they aren't posting enough, or in the wrong way, then contact them pronto. A dedicated user group is by far the best way to do this so you and your players can discuss both relevant and off-topic without cluttering up your RP with OOC's. Also, don't think that your RP is dead simply because no-one's posted for a while; these situations often arise because several players think that it's another's turn to post, or no-one's sure what to post. If this happens, don't be afraid to follow up players and more often than not you can get the ball rolling again!

Lost in the Void (Ruins: A Memory of Man's Destruction):

1) What inspired you to start up the thread or threads you are currently GMing?

When I GM, well at least for the most part, I try to create a unique environment or universe for the characters to interact in, something that doesn't immediately make it easy to write for. I like to create a challenge for my players.

2) What kind of things do you do as a GM, in terms of plot devices, story arcs, central non-player characters, McGuffins and the like?

I like a plot that combines a healthy amount of mystery, narrative and action as to not bore the player. I've also gotten a bit of a trope recently as someone who has a huge twist in the RP that twists the plot around while staying coherent.

3) How do you judge applicants to your threads? Will you accept anyone and everyone, or do you look for something special about the writer or their character?

I judge characters on their individuality and ability to either break away from classic cliches and tropes. That or they prove they can master the idea of the trope and embrace it while making it their own. I also look as to what detail has been brought into their sheets and whether they've looked at the lore I've created.

3a) On that note, are there any hints or tips you could give to people writing character sheets for one of your threads in the future?

What I recommend to veterans and new people alike is to write a couple of drafts and show the GM them, let the critique flow in.

4) What is your writing style? For example, how do you detail the thoughts and actions of your characters?

I don't really have a particular writing style. One could say that I'm needlessly wordy when it comes to plot detail, but in terms of characters I'm quite fluid, able to write most personalities.

5) How do you develop your characters as the roleplay progresses?

Through trauma. While this may seem cliched, I find that suffering of the character is the easiest way to allow them to evolve, while still allowing for some realism in the player's evolution. Developing a character requires time though, it can't occur over night; there needs to be relapses and realistic trials during development. What I'm saying is a character can't change over night.

6) Do you have a favourite type of roleplay? If so, what is it and why do you like it? (Keep it PG-13, please. =D)

Generally I prefer damaged characters, as I'm better at them. I don't really know how to describe it further than that; look at old characters to see what I made.

7) Is there anything you could say to help an aspiring GM get a better grasp of the task? It *is* an important part of roleplaying.

One of the most important things, in my eyes, to the RP, is creating a character that not only can interact with a group in general, but remain three dimensional and fluid in its development. Usually for this to occur, you need detail and lots of it; the more someone can visualize and understand, the easier it is for them to interact. While this doesn't mean you need to give up every aspect of your character's lives, giving a large chunk of detail goes a long way in improving your character and its interactions with those around it.

Yumi_and_Erea (Co-GM of Demigods, has GMed high-quality threads in the past):

1) What inspired you to start up the thread or threads you are currently GMing?

To quote Spud from Trainspotting, "In a word, pleasure".

I create RPs because I know that if done right, they can be an incredible experience for all concerned and give pleasure and meaning to people's lives. This can be because they enjoy having a chance to showcase their writing skills, because they can have their minds blown by each others creations, see their efforts merge almost as if it was meant to be, and finally bring about something that no-one could have done on their own, but which comes about anyway because a talented group of people were given a chance to learn from one another and combine their greatest strengths.

I create and GM RPs for the same reason that publishers make deals with authors:
While I wouldn't dare take credit for the artistic endeavour, I do get an amazing feeling knowing that it now exists and is beloved and remembered, in part due to me.

2) What kind of things do you do as a GM, in terms of plot devices, story arcs, central non-player characters, McGuffins and the like?

The best and most important thing a GM can do is create a world that both allows the RPers to let their imagination roam free as well as inspire them to think of new and interesting material. Creating such a world is always my primary goal as a GM.

I do think of plot-devices ahead of time, because you cannot always depend on RPer-imagination to solve the problem, and it is the GM's duty to ensure that the RP doesn't stop or come to halt, whatever else might happen. This does not mean, however, that I am unwilling to let these pre-created ideas go if the writers their work has created an equally good solution on its own.

When it comes to NPCs, I always try to give them a unique personality and turn them into a distinct character. This is because if the NPC comes across to the players as a genuine character, rather than a plot-device or an annoyance, then the players will write their characters? interactions with the NPCs as they would with other player-characters. This leads to a more natural interaction, with more emotion, humour, character-relationships and overall authenticity. The main goal here, above all else, is to ensure that the NPC does not come across as unnatural, and does not break the players their immersion in the story. Of course, if the NPC's role is too small for such proper characterization, I do at least try to give them a unique twist or mannerism that makes them memorable enough for players not to forget about them.
Finally, when it comes to the central story-line and McGuffins, I tend not to plan out the central story too much ahead of time, so as to leave space for both myself and other players to shape the story as it moves along. The most I do is imagine some position my own character will eventually be in, and try and work the story towards that position, thinking of the context and explanation as I go. McGuffins are never written into the story when I first create the RP, and are always created with their main function being narrative rather than technical, meaning that I don't think of them to solve issues, they come to me as a logical progression of the story.

3) How do you judge applicants to your threads? Will you accept anyone and everyone, or do you look for something special about the writer or their character?

My chief criterion for applicants is how well they will work with the other players. That's not to say I reject odd ducks or insist on conformity (quite the opposite, really) but I can tell when a player chiefly wants to show off, rather than partake in something greater than himself. Those people are only accepted after I've talked to other players about their RP-history, and if it comes back clean. I like to think that my standards aren't too high, but I do insist that people put some effort into their sheets, especially on their character's backstory and especially on their character's personality. Roleplaying on forums isn't like roleplaying in videogames; the character can't just be a blank slate. As such, backstory and personality are particularly important, and people that neglect those areas tend to be rejected quicker than people that don't.

Finally, I don't have a policy against accepting newbie-RPers, but I tend to leave them out of the more dramatic and serious RPs, because inexperience can really break drama. If it's a more light-hearted RP, however, newbies are more than welcome to be shown the ropes.

3a) On that note, are there any hints or tips you could give to people writing character sheets for one of your threads in the future?

As I said earlier, backstory and personality are the most important aspects, as these are the areas in which you explain what is interesting about this character and why the GM should sympathize with them. For the rest, I have two major tips.

1: Avoid the default. If your RP allows for multiple races of beings, you don't choose the Caucasian Human. If your RP allows for multiple different backgrounds for your character to come from, you don't choose the generic ex-military one.

And if you do choose the default, find a way to make it interesting, or a quirk for your character to have that separates them from people from the same category. While you should always write what you feel to be the best character, deviating from the norm and creating a more unusual character opens more doors in regards to character interaction, allows for the story to be seen from different points of view and will give your character more presence and individuality.

2: Acknowledge other people. When you create a character-sheet, you first make sure someone else hasn't already created one similar to what you had in mind. You might have had the world's greatest idea for a sheet, but if someone else posted the world's second-greatest before you did yours, then yours will only seem like a rip-off. Make sure there are no blatantly obvious similarities between your sheet and that of others. Of course, being of the same age, gender or race doesn't apply to this tip, but if your character is the second one to have a hand missing because they were forced to cut it off because it got infected with an alien virus...you're better off re-writing.

4) What is your writing style? For example, how do you detail the thoughts and actions of your characters?

I tend to write in a very... visual style, I guess you could say. I tend to write actions and events in a way that people can clearly visualize in their head, both to ensure clarity in what I mean to say, as well as to make emotion more easily communicable. People are less confused by difficult posts if they have a clear image in their minds as to what is happening, and emotion becomes to easier to identify with if you can imagine how the character looks as they're going through their drama and what they are doing. I guess my ultimate goal in this is to make people relate to the story as much as they can, and in turn immerse them as much as they can.

5) How do you develop your characters as the roleplay progresses?

I begin the RP with my character in a very firm starting-position. This goes back to that "Not having your character be a blank slate" thing I mentioned earlier. In the early parts of the RP my characters will act according to the information in their sheets, with almost all of their actions influenced by their personality and backstory. Change and evolution will start to take place after they begin to properly interact with other player-characters (and, on very rare occasions, a major NPC). Sometimes evolution is induced by the characters main goal or objective too, but the majority of character evolution comes from interaction with other people, and developing either a fondness and desire to keep them safe, or disdain and an inspiration to oppose them. The quintessential element of character-evolution, the axis around which it all revolves, is self-discovery. Coming to terms with who you are, finding a meaningful path in life, realizing you are in love, these are very universal and human themes that people can easily relate to as well as great inspirational themes that resonate with people's desire to see a peaceful resolution to the character their predicament. This is how I develop all of my characters, by allowing them to come into their own. Not only does it make them more human, it also helps make them more three-dimensional.

6) Do you have a favourite type of roleplay? If so, what is it and why do you like it? (Keep it PG-13, please. =D)

Personally, my favourite RPs tend to be the ones with character-driven plots rather than plot-driven characters. I like stories that grow and evolve naturally, stemming forth from the drama and emotions felt between the characters, as opposed to driven onward by premeditated events. I'm sorry if I'm repeating myself here but those stories just make the characters come across as more human and sympathetic and the drama as more natural and tragic.

Also, in the grand scheme of things, I prefer fantasy and science-fiction to more common and realistic RPs. I know that might sound kind of self-contradictory, coming from a guy who just spent a fair bit of time emphasising the importance of relatable and understandable writing, but the advantage of such fantastical settings is that the consequences of the characters' actions can be much more epic and widespread. This makes their decisions a lot more difficult and painful, adds a lot more weight to their drama, and can elevate their tragedy to a whole new scale. Fantastical original settings might require more work for players to adjust to, but surprisingly enough it is precisely because it is not a conventional world that the human element can become even stronger.

7) Is there anything you could say to help an aspiring GM get a better grasp of the task? It *is* an important part of roleplaying.

Indeed I could. I could fill half the library of Congress with advice if I had the time. However, I will instead give you my top 5 tips for smooth GMing.

1: Get a co-GM. This is not negotiable. Having someone around whom you can consult in times of difficulty, who knows and understands the background of the RP as well as you do and who can keep the players in check while you're gone, is pretty much invaluable. Get a co-GM. Now.

2: Write the rules, and stick to them. Make sure that at the start of the RP the rules and boundaries are clearly laid out, as being forced to write rules mid-RP distracts immensely. Also, if someone breaks or bends the rules, call them out on it. Insubordination creates frustration and discord between players and breaks the natural flow of the story. You should forgive first-time offenses and small slip-ups, but repeat offenders should not be tolerated. They should get one last chance, and if they blow it, boot them from the RP.

3: Support the players with any issues they may have. If a player is stressed, confused, upset with another player or feeling poorly, you should help them. Give advice, but be prepared to accept the fact that you can't solve everything by yourself and sometimes you'll have to leave it in the hands of other people. As a general rule of thumb, players with issues should refrain from posting until they're back on their feet.

4: The world isn't your oyster, it's the players'. What is ultimately the key difference between two RPs that employ the same rules and mechanics? The setting. The key to attracting players, to stimulating the imagination of those players and to make your RP truly come alive lies in a vibrant and interesting setting that has lots of opportunities and potential to tell epic stories. I'm not saying that the setting is what makes or breaks an RP, but a great setting stimulates player-creativity, can compensate for one-dimensional characters, and just in overall helps tell the story better.

5: Have fun, or I'll shank you in the kidneys. The absolute ultimate purpose of the GM is not to move the story along, not to set an example for the players, not even to create a good setting. The final goal of any RP, and thus the final goal of any GM, is to have fun. So long as you write all of your material and make all of your decisions with the goal in mind of making sure everyone is having fun, you are a good GM.

Lizmichi (Arcane Uprising: Setting Sun):

1) What inspired you to start up the thread or threads you are currently GMing?

Well basically I love the world Dragon Age is set in and how much you can do in the world. There are so many different characters you can create in Thedas that there really is no limit. Any world that has that freedom for RPing is what I make an RP for.
I?ve always been one to support creativity whether it is in a world I created or a world someone else created, I build RPs with the hope that I?m giving my RPers freedom to create the character they want and discover what I?ve created. Also something I?m passionate about and have pour time into seem to turn out well for me.

2) What kind of things do you do as a GM, in terms of plot devices, story arcs, central non-player characters, McGuffins and the like?

I try to look for something wrong in a world; like in my Dragon Age RP I use the fact that mages aren?t free as a main plot device, the incentive that drives the story. If this is a world I created then I make something wrong like a blight or hardship. I like to create something that makes my RPers work together to get a task done, a task that in the end will change the world around them.
As for the NPCs I make them when there?s a hole that needs to be filled by someone other than a player?s character. NPCs that stay have a purpose outside of the fighting like a supplier.
I use McGuffins as something to find to help the story, like the Master Sword in Zelda games, can win without it. Also they?re used as a blockade for the RPers to get around. After all it won?t be easy to beat the boss at the end of the game so why should an RP be easy?

3) How do you judge applicants to your threads? Will you accept anyone and everyone, or do you look for something special about the writer or their character?

First and foremost I do not take everyone, they have to prove they know how to RP with their sheets. I like depth and I like to know who their character is before I accept them in. If they?re not up to snuff or something is amiss I won?t take it. Also, I take my past experiences with the RPer into account. If it?s someone I?ve never worked with I ask around and see what others say about them. If I find nothing then I judge them off their sheet.

3a) On that note, are there any hints or tips you could give to people writing character sheets for one of your threads in the future?

First give some depth in your sheet, it?s hard for a GM to pick you out of a crowd if you don?t put a lot into the sheet. I want to know who your character is and I can?t if you don?t give me detail.
Next if you?re not sure if what you created will fit ask the GM, it couldn?t hurt and it shows the GM you?re into the RP.
Think of what will help the group, if there isn?t a healer sheet, make one and so on.
Make something creative and outside of the norm. It makes you look better as an RPer and I?m more likely to take you.

4) What is your writing style? For example, how do you detail the thoughts and actions of your characters?

I put as much detail into my post as I need but nothing more. To me too much detail in posts can get in the way, I don?t care about the colour of the walls or the sound of the room. I post what my character is doing and what they are thinking. That?s it really and that?s all I need. Overly long posts are a pain to read and I end up skimming them.

5) How do you develop your characters as the roleplay progresses?

I think of issues the character can have and have to work through as the RP progresses. I make them face their issues and they ether overcome them or fail depending on what I feel is best for them.

6) Do you have a favourite type of roleplay? If so, what is it and why do you like it? (Please keep this one PG-13. =D)

I really don?t have a favourite. Anything will do with me really.

7) Is there anything you could say to help an aspiring GM get a better grasp of the task? It *is* an important part of roleplaying.

Look for a unique idea, something that can grab people?s interest and keep it through the RP. Think of an over arcing task they have to overcome as the RP progresses and let characters in that have depth. Don?t be afraid to try something new or let an RPer in you?ve never worked with, you could find a diamond in the rough.

NeoAC (The Road to Indigo):

1) What inspired you to start up the thread or threads you are currently GMing?

It was kind of out of necessity really. I had joined up with a promising Pokemon RP with a bunch of other people but it died out before it really took off, and that itch remained unscratched. So remembering a similar RP I participated in way back in the day, I pretty much dusted off the format and brought it out.

2) What kind of things do you do as a GM, in terms of plot devices, story arcs, central non-player characters, McGuffins and the like?

Um... haha, well, I pretty much just try to keep the plot going at a good pace, I take control of most of the NPCs, trying to steer them in the directions I wanted to see them going in, and I guess there are a couple overhanging story arcs in it, but for the most part I just act as a shepherd I guess, just moving people along through the story.

3) How do you judge applicants to your threads? Will you accept anyone and everyone, or do you look for something special about the writer or their character?

Basically I'm looking for a couple things when I get sheets in. One, how OP (over-powered) are they trying to make this character. I don't want anyone who's just going to use the RP as a platform for saying how awesome they are and how they rule at everything. That's not interesting. Two, I'm looking for basic competency; can you capitalize words, can you write without looking like a monkey at a keyboard, that sort of thing. Three, I'm looking for a good balanced character that I think will interact well with other characters. As for accepting standards, I try to accept as many people as I can, but there was such an outpouring of sheets for this, I think we had 15-18 different sheets and most were good quality it was really hard to narrow it down to just 8, but I thought that would be the most manageable number, especially with the type of RP that is this world intensive where you have to control so many things. So I don't think you can accept everyone, but I think you can get the right cast of characters in to make it a successful RP.

3a) On that note, are there any hints or tips you could give to people writing character sheets for one of your threads in the future?

Well like I said, be competent with your writing. Don't just make a one note character, and remember the kind of universe you're applying for. Try not to just have one standard character you send in for everything; a square peg won't fit in a round hole. Whenever I make a sheet for someone else's RP, I try to think of what would be interesting to bring into their world, and make my character from there. I think a lot of people would be surprised what they could come up with if they just let their mind wander in the universe's realm rather than just sticking to what they know.

4) What is your writing style? For example, how do you detail the thoughts and actions of your characters?

My writing style is very flow based; if I get into one of my writing moods I can just spout words. I type like I talk most of the time as well, which I find can help to characterization. I don't really go into heavy detail on descriptions but if I've got some good metaphors I can sling out, I won't hesitate to use them. I also know I use a lot more comedy than most posters, but that's just how I am in real life, so it's going to come out in my writing. It's tough to stick to the serious stuff when doing that, which is something I try to work on when I post, but its what I enjoy doing and most GMs I work with can see that.

5) How do you develop your characters as the roleplay progresses?

Again, I think you have to try and tailor it to what the RP itself is about. I work very well with info given to me by other people and I will try to grow with it as I I see my character fitting in. And that's the beauty part of RPing, you don't know where it's going to go. I started one RP with just a regular college student, and by the end, he was just a figment in a girl's dream, that's just the way it worked out, it was good character growth on both sides as I played that through and I think a quality RPer can get that out of whatever character they go with. I think it's usually going to be growth unless you're playing evil, but either way I think you have to go where the RP takes you.

6) Do you have a favourite type of roleplay? If so, what is it and why do you like it? (Keep it PG-13, please. =D)

Um, I don't think I really have a set favourite, I definitely prefer playing with human characters as opposed to like vampires or aliens or stuff like that, although that may just be mental scarring from when I cut my RP teeth on the Gaia forums. I just look for RPs that interest me, that I think I could make a good contribution to, and I'll go with that. I'm not all that picky when it comes to style. And what was that about PG-13? You assuming I just use RPs to pick up virtual chicks? Shame on you.

7) Is there anything you could say to help an aspiring GM get a better grasp of the task? It *is* an important part of roleplaying.

I think the biggest thing a GM has to do is remember that they are running an RP, not their own story. Feedback from your fellow participants is great in getting a nice cohesive RP together that will keep everyone interested. Take all ideas in and don't be afraid to change on the fly, don't get too married to one idea forsaking all others. Also, it's on the GM to be able to keep the proper pace going, make sure the story is still advancing and not getting stagnant. I've seen way too many RPs fail because the GM didn't move things along in time.

Fallen-Angel Risen-Demon (Rebellion of the Lies):

1) What inspired you to start up the thread or threads you are currently GMing?

A philosophical idea. In my current RP (Rebellion of the Lies) I want to tackle the safety versus freedom argument. The characters job is to hide the existence of creatures, people and things that 'do not exist' (In the RP, referred to as 'Others'). The group that the players central idea is that if humanity was to learn about the existence of Others, then it would only cause havoc like no others. It?s not about dislike for the Others; the leader thinks of the sentient ones as totally equal to humans, but for the safety of all they do what they do. Its not a tale of good versus evil, I've come to not like those tales now, its something allot less simple then that and it makes me feel more passionate about it.

2) What kind of things do you do as a GM, in terms of plot devices, story arcs, central non-player characters, McGuffins and the like?

If I make separate story arcs, then they will generally focus on a group or a character more then an object. If I do make an item plot device, I will probably give the players instead of it disappearing completely from the world. I also have started make short sheets for important characters and putting them somewhere for the players to see. I will edit them time and again with things the players have learned about them.

3) How do you judge applicants to your threads? Will you accept anyone and everyone, or do you look for something special about the writer or their character?

The most important part for me is the sheet they put forward. If the character doesn't interest me, then I probably won?t take them on. I also take into account past experiences with the player, but only if they are extremely infamous or I have to decide between two or more people.

3a) On that note, are there any hints or tips you could give to people writing character sheets for one of your threads in the future?

Make interesting, varied characters. Simply put, it?s a lot more complex then that short sentence makes it out to be.

4) What is your writing style? For example, how do you detail the thoughts and actions of your characters?

I put thoughts in bold and emphasis on word (and sometimes actions) in italics. If there are two characters talking side by side I make the speech different colours so it doesn't get confusing.

5) How do you develop your characters as the roleplay progresses?

Usually, I plan how a character will develop which helps me have a clear picture in my mind of the person they'll end up being. However, I generally change this as time goes by depending on what other characters do.

6) Do you have a favourite type of roleplay? If so, what is it and why do you like it? (Keep it PG-13, please. =D)

I guess fantasy, but I'm not entirely sure why. Maybe it?s the idea of magic? The strange and mystical creatures? Maybe a mix of many things? I also like combat to be involved somewhat because I prefer it if my characters say what they want to say doing something instead of making a long speech. I also like to inject a little bit of humour here and there, I guess it?s because I think that life always has a bit of humour however small.

7) Is there anything you could say to help an aspiring GM get a better grasp of the task? It *is* an important part of roleplaying.

It sounds obvious, but plan the plot beforehand. It?s important to have an idea of where you want to go with the roleplay. Also, be flexible. If the characters do something you don't want them to, don't force them into doing it. Let them go their own way. Or nudge them in the right direction instead of pushing them if you must. Finally, be passionate about what your RP is about. You have to want the RP to progress and the players to learn more about it, otherwise it probably won't work.
 

TikiShades

New member
May 6, 2009
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I love the idea of interviewing GMs! It's a really cool way of getting tips on writing and running games. Interesting reads, for sure. :D

On the "Status" section for Across the Four Great Islands (Index #1), it appears to be blank. I feel I should mention that people are free to PM character sheets or post them in the usergroup. (I hope I'm allowed to post this here. Doesn't seem like anyone else is commenting. D:)
 

CounterAttack

A Writer With Many Faces
Dec 25, 2008
12,093
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TikiShades said:
On the "Status" section for Across the Four Great Islands (Index #1), it appears to be blank. I feel I should mention that people are free to PM character sheets or post them in the usergroup. (I hope I'm allowed to post this here. Doesn't seem like anyone else is commenting. D:)
I've updated the Index accordingly.

Also, yeah, feel free to comment on anything you read in the thread, be that an Index entry, the above interview, or anything else you may find here.
 

PrinceOfShapeir

New member
Mar 27, 2011
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Name Of Your RP: Aurors


GM(s): PrinceofShapeir. Co-GMs may be appointed later.

Genre/Type: Urban Fantasy - Harry Potter Universe

Status: Open, Not Started.

Link: Aurors Thread [http://www.escapistmagazine.com/forums/read/362.284512-Aurors-Interest-Thread-Open]
Usergroup: On Skype. Add Corsair65 to Skype and I'll add you to the group.

Brief Description: Twenty-five years have passed since the death of Lord Voldemort and the downfall of the Death Eaters, but the Aurors maintain their eternal vigil against the darkness. Now new powers are rising in the world, and the only thing standing between the world and a new Dark Lord are the few, beleaguered wizards and witches of the Auror's Office.
 

crewman_number_6

New member
Aug 15, 2009
1,628
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Well, here's mine.


Name: Lab 7
GM: crewman_number_6 , co-GM sneaky paladin
Genre: Sci-fi/covert ops RP
Status: Open, begins June 18th
Link: http://www.escapistmagazine.com/forums/read/362.287616-Lab-7-Open-begins-June-18th
Brief Description: In the country of Ursalia science is unrestricted by morals and has advanced far beyond the rest of the world. A few rogue scientists have escaped and a team of experiments and scientists from Ursalia?s labs have been sent out to hunt them down.