How to Write a Role Play
After being a DM for several years and running not only real-life campaigns, but also several successful online stories, I consider myself at least moderately well-versed in the creation and maintenance of role playing games. To my despair, however, I have notice that not everyone seems to have mastered this skill, which often leaves me in the sad position of "always a DM, never a player." In this thread, I will offer some tips and key elements to creating a good, literate role play for online gaming.
Before I begin, here are some terms to know:
DM: Short for "Dungeon Master." This is basically the person who writes and runs a role play (in this case, you). Other names include GM ("Game Master") or storyteller. I’ll be using DM in this guide.
PC: Short for "Player Character." This is the character that a player plays, and is also the main focus of any role play.
NPC: Short for "Non-Player Character." This is a background character played by a DM.
Pitfalls and How to Avoid Them
Now, I know that you think that you have the greatest idea in the world for your role play, but sit back for a minute a think about a few things:
If you answered "Yes" to any of these questions, your role play may be in serious trouble. Let's look at each of these points one by one:
Does your story center around one main character (played by you or someone else) and/or does it require a cast of pre-made characters (played by others)?
Does your story require certain roles to be filled (i.e. must have a healer type, a heroic type, and a damsel in distress, or must have three male characters and two female characters, etc.)?
Do you have a set plan for the major events of the story and/or how it will end, which must be adhered to for a successful game?
Do you have minimal requirements for your players' character descriptions (name, age, and physical description, with maybe one or two elements more)?
If you answered "Yes" to any of these questions, your role play may be in serious trouble. Let's look at each of these points one by one:
Point 1: Centering a role play around one main character and/or requiring players to select from a cast of pre-made characters.
This is a HUGE mistake. Not only are you limiting your players' options and creativity by forcing them to select from a cast of pre-made characters, but you're also making them into mere supporting characters by having one role be the star of the story. This should absolutely be avoided.
There is one small exception to this rule: fan-fiction based role plays. Obviously, someone needs to play the canon characters.
There is one small exception to this rule: fan-fiction based role plays. Obviously, someone needs to play the canon characters.
Solution:
Just don't do it. Never, ever force your players to take on supporting roles. If you want to write a story where only one person is the star, then write a story, not a role play. It is your job as the DM to play the supporting cast and make the players into the heroes. Note the use of the plural.
In the case of a fan-fiction role play, the DM should offer the roles as the canon characters as optional, and then play any parts that aren't taken by players.
In the case of a fan-fiction role play, the DM should offer the roles as the canon characters as optional, and then play any parts that aren't taken by players.
Point 2: Requiring certain roles to be filled.
This is an iffy area. On one hand, having set character roles can make the game more stable, since everyone won't play the clever thief or wandering knight (leaving no enchanting sorcerers or expert healers), or the game won't be filled with all girls and no guys. On the other hand, this is nothing more than a slightly toned down version of point one, and it still requires players to choose from a list of what they can and cannot play.
Solution:
Personally, I find it best to avoid requiring specific roles to be filled. If you must use them, make them broad, such as "need at least one character from three of the eight classes before game play can start." This will encourage players to choose different roles than what is already being played without the role seeming forced on them. Remember, you can always play the missing roles as NPCs.
Note, this is not to be confused with offering character classes, or requiring characters of a certain race. If your role play is about demons and angels fighting each other and humans caught in the middle of the war, then by all mean limit the players to making demons, angels, and humans, maybe allowing for a couple of half-demons and half-angels on the side, but disallowing elves, dwarves, orcs, gods, vampires, and other races that would be inappropriate for the game. If your game is about an all-girls school, then require players playing students to play female characters and only allow professors to be either male or female.
Note, this is not to be confused with offering character classes, or requiring characters of a certain race. If your role play is about demons and angels fighting each other and humans caught in the middle of the war, then by all mean limit the players to making demons, angels, and humans, maybe allowing for a couple of half-demons and half-angels on the side, but disallowing elves, dwarves, orcs, gods, vampires, and other races that would be inappropriate for the game. If your game is about an all-girls school, then require players playing students to play female characters and only allow professors to be either male or female.
Point 3: Planning an exact flow of events.
Every good role play requires planning, but sometimes those plans can be the very thing that hinders the game. Having a storyline already thought out and railroading your players to follow it makes the game less enjoyable for everyone: you get upset because players keep deviating from your plans, and players get upset because you're forcing their characters to do things they don't want their characters to do. In the end, no one is happy.
Solution:
Have a general idea of what you want to happen, not an event-by-event plan, and leave the ending open. For example, I'm running a Dungeons & Dragons game for my friends at school. The general plan is that they are solving a series of riddles in order to locate the brother of an NPC who has enlisted their aid to help retrieve an item that the brother stole. Right now, the NPC has been arrested and the players must rescue him. I'm not going to force my players to come up with a plan to save him. They could choose to go rescue him, or abandon him entirely. Depending on what they choose, I will alter how later parts of the game will occur.
That's right: I said alter my plan. Flexibility is vital to good planning. So, get your general idea in mind and be ready for your players to do the things you least expect. It'll be more fun for everyone in the long run.
That's right: I said alter my plan. Flexibility is vital to good planning. So, get your general idea in mind and be ready for your players to do the things you least expect. It'll be more fun for everyone in the long run.
Point 4: Minimal PC Requirements.
Some people think that less is best, and only requiring a name, age, gender, and basic physical description of a character is enough for any role play.
This notion is wrong.
Now, I don't mean to be harsh, but when it comes to character bios, details are vital. The more detail, the better. When you require players to submit a bio for their characters, it should include at least the following:
I highly encourage elaborating on these basics. Some areas can be combined (such as personality, likes, and dislikes), but all of these points should be covered in one way or another. Many times, the only way to get players to give this information is to demand it from them.
This notion is wrong.
Now, I don't mean to be harsh, but when it comes to character bios, details are vital. The more detail, the better. When you require players to submit a bio for their characters, it should include at least the following:
Player name
Character name (including nicknames, if any)
Gender
Age
Race
Physical description (including eye color, hair color and style, height, build, how the character dresses, walks, and generally carries himself, and any other details that can make the character come alive)
Personality
Strengths
Weaknesses
Likes
Dislikes
Basic history (NOTE: This should at least answer why the character dresses the way he does, why he acts the way he does, how he got his strengths and weaknesses, and why he likes what he likes and dislikes what he dislikes.)
I highly encourage elaborating on these basics. Some areas can be combined (such as personality, likes, and dislikes), but all of these points should be covered in one way or another. Many times, the only way to get players to give this information is to demand it from them.
