Sarzonia
18-11-2004, 19:40
I've noticed a number of threads that have looked like they had the potential to tell a great story but end up being locked/ignored, etc. because of OOC flames, shouting, or generally too much activity going on, causing a form of storytelling congestion. Having too many people involved in an RP can cause problems, especially if you have plans for a storyline to take a certain path. Having not enough people involved can cause an RP to lie dormant if real life obligations prevent the RPer from getting onto the thread.
I'll now attempt to outline the three forms of RPs I've seen and my thoughts on them.
Open RP
The idea behind this is a good one in theory. If done well, it can allow someone to RP with a person they hadn't played with before. That can lead to a great deal of terrific RPing in the future if done correctly. However, this may be the most difficult type of RP to manage. In an extreme example, two countries could be fighting a war and one big, bad country could come in and "PWN J00!!!!111," completely ruining the story if the two countries actually accept the attack or causing friction if they ignore the attack.
More likely, a thread that has promise could add several pages of new replies if you have to leave your computer for hours at a time and you find yourself trying to read several pages of new posts to bring yourself back up to speed. By the time you type a new reply, there could be several more posts that render your own post null and void. Because there are far too many variables in an open RP, I prefer not to take part in these.
Closed RP
While I can understand the reasons behind these, particularly if you have a specific story to tell and you're not sure about the RP ability of a newcomer or you don't want interference from another player, I've seen far too many closed RPs that don't allow allies of one country or the other to take part in them. The problem I have with it is this: If a close ally is fighting a war for its very survival, countries aren't just going to sit on the sidelines, eat chips and drink beer and watch the events unfold. They're going to support them diplomatically, economically, or militarily. It's just not realistic to expect a country not to support its ally in some way.
The worst transgression I've seen in closed RPs (besides the usual Godmodes, tech wanks, number wanks or OOC flaming) is a country declaring war on another country and closing the RP without getting permission to close the RP. The decision to close an RP has to be a mutual decision agreed to by both players. Otherwise, the country facing the declaration of war has the right to ignore the war. For all the reasons above, I don't like closed RPs that much, though I'm not as reluctant to use them as I am to use open RPs.
Invite Only
This is the one I use for every RP I create. The reason behind this is that I want to be able to see a storyline through from beginning to end with a clear sense of direction in which way it is going. I don't want to see someone try to send a zillion nukes in response to one country's first lady calling the president of another country a "dumb dumb stoopid head." I don't want to see a Lord Dreadfire order me to let one of my states secede from Sarzonia if I'm fighting a civil war that I'm intending Sarzonia to win (not that he would; I'm just providing an example).
Essentially, this allows you to figure out who you think should be involved in a particular RP. If it's someone you think will Godmode or will react to a border skirmish by using his OMG! HUGE METAL PEN1S RARR!, you can decide not to let her in. If it's someone you think will react to a situation appropriately, be it a declaration of war or a limited strike on one of your bases, you can let him in.
Role players have a right to their own opinions of the best way to RP. This is just my own set of beliefs. This is anything but NS gospel.
I'll now attempt to outline the three forms of RPs I've seen and my thoughts on them.
Open RP
The idea behind this is a good one in theory. If done well, it can allow someone to RP with a person they hadn't played with before. That can lead to a great deal of terrific RPing in the future if done correctly. However, this may be the most difficult type of RP to manage. In an extreme example, two countries could be fighting a war and one big, bad country could come in and "PWN J00!!!!111," completely ruining the story if the two countries actually accept the attack or causing friction if they ignore the attack.
More likely, a thread that has promise could add several pages of new replies if you have to leave your computer for hours at a time and you find yourself trying to read several pages of new posts to bring yourself back up to speed. By the time you type a new reply, there could be several more posts that render your own post null and void. Because there are far too many variables in an open RP, I prefer not to take part in these.
Closed RP
While I can understand the reasons behind these, particularly if you have a specific story to tell and you're not sure about the RP ability of a newcomer or you don't want interference from another player, I've seen far too many closed RPs that don't allow allies of one country or the other to take part in them. The problem I have with it is this: If a close ally is fighting a war for its very survival, countries aren't just going to sit on the sidelines, eat chips and drink beer and watch the events unfold. They're going to support them diplomatically, economically, or militarily. It's just not realistic to expect a country not to support its ally in some way.
The worst transgression I've seen in closed RPs (besides the usual Godmodes, tech wanks, number wanks or OOC flaming) is a country declaring war on another country and closing the RP without getting permission to close the RP. The decision to close an RP has to be a mutual decision agreed to by both players. Otherwise, the country facing the declaration of war has the right to ignore the war. For all the reasons above, I don't like closed RPs that much, though I'm not as reluctant to use them as I am to use open RPs.
Invite Only
This is the one I use for every RP I create. The reason behind this is that I want to be able to see a storyline through from beginning to end with a clear sense of direction in which way it is going. I don't want to see someone try to send a zillion nukes in response to one country's first lady calling the president of another country a "dumb dumb stoopid head." I don't want to see a Lord Dreadfire order me to let one of my states secede from Sarzonia if I'm fighting a civil war that I'm intending Sarzonia to win (not that he would; I'm just providing an example).
Essentially, this allows you to figure out who you think should be involved in a particular RP. If it's someone you think will Godmode or will react to a border skirmish by using his OMG! HUGE METAL PEN1S RARR!, you can decide not to let her in. If it's someone you think will react to a situation appropriately, be it a declaration of war or a limited strike on one of your bases, you can let him in.
Role players have a right to their own opinions of the best way to RP. This is just my own set of beliefs. This is anything but NS gospel.