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| Special Report: JG Roleplaying It wasn't that long ago that I knew nothing about roleplaying. I remember when Aewl joined The Brotherhood -- and one of the things he asked about was what kind of RP we did. Well I knew we had a bit of a backstory, and we were supposed to be Quantar Monks, but I knew little more than that. But I have learned a little bit about RP since then, and I have come to believe that RP is critical to keeping Jumpgate from getting boring -- especially with the current low numbers of pilots. And what I think I've learned is that RP does not have to be a "carebear" activity where you sit in a station and make conversation with a non-player-character (manned by a GM). Actually, I prefer the term "sub-story" to roleplaying. In order to make a sub-story really work, you've got to treat it as if you're writing chapter in a novel or a short-story. You need to identify a "change situation" (since all stories are about change), and then create a framework which the players will "fill-in" and actually "write" the story itself. The framework needs beginning, end and one or more crisis points along the way. Another important issue to consider in creating a sub-story is to try to make it "fun" for as many people as possible and "un-fun" for as few people as possible. This will never be 100% successful (and you can't worry too much about that), but if you make an honest attempt to create fun facets for varying kinds of gameplay (PvPers, Fluxers, Haulers, Miners and Arty Hunters).
You may also want to plan-in ways for those who don't want to be involved to stay out of it. (Example: if your substory includes a Quantar Religious ritual in a certain sector -- where any non-Quant entering the sector will be immediately killed -- make sure there are ways around that sector. In this example, you could use Omni V as the forbidden sector. Those wanting to get in to Quant space would have to take a long way around -- through Ring View, etc.) On the other hand, non-participants can't expect to be able to waltz through the "forbidden sector" just because they don't want to "play" in that substory. As a sub-story developer, you have to be very careful that you do not intentionally or unintentionally rig the sub-story in your favor. (Example: if you're blockading, require positive scans of cargo before engaging a blockade runner -- and, perhaps, do not use pirate tags so blockade runners can mask their contraband with other cargo). Lastly, I believe another important piece of a good sub-story is communication. This could be in the form of regular news posts in the storyline forum, and pilot logs (which I think are great for creating "immersion"). It could also include more involved things like JOSSH News posts, RP characters (accounts are free for 10 days, right?), audio clues embedded in a post, JPR involvement . . . there are LOTS of ways to go with that.
I don't pretend to be an expert here, but I do believe these general guidelines will work to make more enjoyable "RP" sub-stories for everyone. To some this kind of stuff comes naturally, while others have to work harder at it. But in the end, it does matter and it will be a worthwhile time investment.
Here are a couple of useful links relating to roleplaying:
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