Post by EBST on Apr 9, 2015 14:32:04 GMT
First off, welcome to your new gaming site for your enjoyment of Necropolis and all destinations beyond. I, we, hope you enjoy your experience here and come to enjoy it as well as the game as much as we do. That said, let's begin.
For really good role play to occur, a few things need to happen. There has to be trust, not just from a player to a Storyteller/Games Master but trust in oneself. There needs to be a suspension of belief. There needs to be creativity both on the part of the player but also on the part of the ST/GM. And lastly there needs to be a good story to drive and focus the Role Playing session. Sounds a little complicated but it's really not. To break it down to its simplest form it just means that player(s) and Storyteller(s) need to feel comfortable enough to look beyond the logical and come together to weave a tale that is fun and entertaining.
Lets dispel a myth straight off the bat. As long as it is fun for the player(s) and the ST/GM there is no right/wrong way to tell a Story. The key word here is FUN.
There are fundamentally two ways to tell a story, run an RP session. The first is statistical or mechanical. This is a great beginning way to help new players get familiar with the mechanics of the game. Stat A + Stat B are added together to form a pool of dice. Dice are rolled to reach Target number C. Any number that is target number C or greater is a success. XX number of successes are needed to achieve the goal. Sounds a little dry, I know but it is essential to learning a given game and the way it works. Once you understand the mechanics fairly decently, you can actually just set this method aside. Keep it in the back of your brain because it will come up again and be needed for things like creation of lasting objects or combat.
The second method is more creative and free flowing and with practice, faster and more seamless. It calls upon a player/ST/GM to verbally describe what they are doing or attempting to do through words rather than letting a dice roll decide things. It requires the Roleplayers to adjudicate themselves and express their actions. It allows for a more dramatic element and can and has lead to some truly outstanding roleplay. It allows the Roleplayer to transcend statistics and imbue feelings, insecurities etc., into their RP and truly bring that 2 dimensional character to life.
A lot of people look at crafted stories and what an ST/GM does and cringe at the thought of telling their own tale. It's a natural fear. But ponder this: Each and every ST/GM started off as a player with perhaps those same fears but someone, somewhere in their Roleplaying past, had faith and trust in them. That... could be you.
Think on it.
For really good role play to occur, a few things need to happen. There has to be trust, not just from a player to a Storyteller/Games Master but trust in oneself. There needs to be a suspension of belief. There needs to be creativity both on the part of the player but also on the part of the ST/GM. And lastly there needs to be a good story to drive and focus the Role Playing session. Sounds a little complicated but it's really not. To break it down to its simplest form it just means that player(s) and Storyteller(s) need to feel comfortable enough to look beyond the logical and come together to weave a tale that is fun and entertaining.
Lets dispel a myth straight off the bat. As long as it is fun for the player(s) and the ST/GM there is no right/wrong way to tell a Story. The key word here is FUN.
There are fundamentally two ways to tell a story, run an RP session. The first is statistical or mechanical. This is a great beginning way to help new players get familiar with the mechanics of the game. Stat A + Stat B are added together to form a pool of dice. Dice are rolled to reach Target number C. Any number that is target number C or greater is a success. XX number of successes are needed to achieve the goal. Sounds a little dry, I know but it is essential to learning a given game and the way it works. Once you understand the mechanics fairly decently, you can actually just set this method aside. Keep it in the back of your brain because it will come up again and be needed for things like creation of lasting objects or combat.
The second method is more creative and free flowing and with practice, faster and more seamless. It calls upon a player/ST/GM to verbally describe what they are doing or attempting to do through words rather than letting a dice roll decide things. It requires the Roleplayers to adjudicate themselves and express their actions. It allows for a more dramatic element and can and has lead to some truly outstanding roleplay. It allows the Roleplayer to transcend statistics and imbue feelings, insecurities etc., into their RP and truly bring that 2 dimensional character to life.
A lot of people look at crafted stories and what an ST/GM does and cringe at the thought of telling their own tale. It's a natural fear. But ponder this: Each and every ST/GM started off as a player with perhaps those same fears but someone, somewhere in their Roleplaying past, had faith and trust in them. That... could be you.
Think on it.