Friday, 25 December 2009

RPG Crew and Casting - Get Everyone involved

     Halloi, and Be welcome.

     So, are you back to read our Blog? Thanks.

     Crew, and Casting.

     We work, here at the Blog, with both Storytelling Rules and suggestions to adapt your Story into a Blog -- as this one.

     The Crew -- Players -- is what makes the ship moves. I've noticed not all RPG players like the idea of The Master's gonna Publish, but some does, and some understand this as a very positive House Rule for the group. Why to publish? First of all, you need to decide if you want someone else to read the Story you play with your friends. Then, you need to find the friends to play, and that is the Casting. So, with the Crew together, you and your group start to plan the Story.

     Sometimes, here, we use Tarot cards to decide some of the disputes inside story, but this is a Home Rule our groups decided to have. It means you can change your amount of D6 for a Card, at anytime.

     When I've started planning how I'd like to speak about the Conlog on the blog, I knew I'd have a three or more years to learn it properly, but that time will tell.

     In case you don't know what we're talking about, we create a Story, collectively, as a group. The Roleplaying Game rules we use is from a still in playtest Rules I'm creating. Action Tale is the name to our Storyteller's Club, based in Belo Horizonte, Brazil. If you want to talk with us, look for our page at Facebook, and Be welcome.

     (Edited: by December 2012, I've noticed my English on the posts was terrible, and I've decided to remake the posts, but the content is essentially the same -- only better).

     When the group gathers to create a Story, you should decide as Home Rules the level of control the Master have over the Story, or the Participation each Player must have. This only will make the game better, if everyone's having fun the way each one wants to, but what means the participation?

     It's so important I've decided to use a Verb Tense with the name Participant, after a long discussion with my Crew.

     You'll have to decide if you want to use an existing Universe, or yours. We have decided to create our Fictional Universe from sketch, but that was a long time ago. I'm still creating stuff, and will ever be. The Story Games can make a very nice reading, if you need to think or look for things unexpected.

     The Indie Games are all a nice reading, but you may want something you already know. We are NOT focused on using published Universes as the primary goal to our Conlog, and we say it's better if you try something new.

     You can change something's name, or description.

     To change it to something new is difficult, but once you want to publish, it's good. Our other blog -- The Wormbar -- is full of references to other authors, but that's gonna change in the Final Versions to come. That first Fantasy adventure's going to be something different, when the time come to it, probably by 2012 -- so, wait for it.

     It's a Show -- Distinctly from the usual RPG.

     The first sketch was the Story to be a Hit-and-Run Space Opera Adventure, but then, it became a Supernatural Fiction, and lately I'm not so sure the genre name to specify. Also, I needed to plan with the possibility that a Player may move from our city -- and That really happens -- so, the most wide genre I'd chose would make it in.

     I don't like all-combat games, so I informed the Crew that Combat will happen, but that's not the focus. This is one thing difficult for a huge number of Players to accept, but then again, it's House Rules.

     I remember, when starting a D&D adventure back in time, that I've give a whole City for a Player to create, and he named it Vallor, a nice name I've used into Profecies, and into the Plot itself. Then, a barbarian creates the most important advance in terms of architecture, creating the sewer system for a huge city, Sama The City of Temples. I've decided to use this "past" as the past for the Wormbar. It helps a lot if you use old scenario, or other Setting creative works you have played, you have created, to move your own and new Setting creation now, but that's good if you change every names used by other Authors.

     Here, Home Rules are the rule system you create, and House Rules are rules only you and your group together must use.

     Also, remember that Plot is also a verb.

     I myself plan everything on demand, and improvise most of the time, so I make use of Event-based storylines, in which players may change most of the Setting with their decisions. It has to go somewhere. The Story cannot end the same way it started. An Event-based collection of ideas and themes is good for that.

     You should ask your Players for help.

     A Player may take notes to help to create the History of your collective creation.

     Also, we decided that Non Player Characters don't decide everything, but the actions and reactions may make them to choose this or that way, and that must affect the Story -- THIS is a House Rule.

     Resume

     I think I'll probably have a hard time adapting things in the future, but I've decided to publish first in the form of Resume, and later I'll give the stories a Final Version, by 2012 or later.

     Questions and Questions

     In an Action Tale, you're going to ask more questions than answer them. You need Questions. They'll make your head work, and with the right help of The Crew, new Setting features will show up, naturally.

     Writing everything is probably no good.

     You can choose a Style to guide the basic Worldbuilding, as following:

     # Action Tale, # Adventure, # Angels (Vigilantes), # Bounty (Hunt), # Corporative, # Culture, # Dark, # Demons, # Drama, # Dystopia, # Epic, # Fantasy, # Frontier, # Future Noir, # Galactic, # Gangster, # Genetics, # Ghost, # Girls, # Guerilla, # Horror, # Illumination, # Illusion, # Intelligence (Spy, Detective, or [to] Control) and|or Investigation, # Lost, # Magic, # Mecha, # Military, # Mistery, # Myth, # Noble Blade (Heroe Tales), # Occult, # Operative (Tactic Task Mil. Group), # Parallel, # Paranoid, # Parody, # Planetary, # Political, # Pop Cult, # Power (meta), # Psychological, # Punk, # Romance, # Saga, # School Life, # Science Fantasy, # Science Fiction, # Social, # Space Opera, # Speculative, # Supernatural, # Suspense, # Tale, # Teenager, # Thriller, # Time Travel, # Tragedy, # Transgressive, # Urban, # War, and # Weird.

     I don't keep notes on offgame discussions.

     All information I'm planning for the future Stories are in-game and a Story, but that may change depending on the future needs of those Stories to come.

     Then, start conloging your own Adventure Blog, with Crew and Casting done, and let the Story shows itself inside your head, inside your Players' heads, and so inside your Readers' heads. These guidelines may also be used to write a Series of Novels, and I'll give you more about it during offgame posts.

     You can mix Styles as you wish. Maybe the group wants a mecha and supernatural Story. Maybe, a detective and noir adventure, or get that into a magic setting. Zombies and Dakkadakka bigger weapons and girls. A thing you must think is that narrative is your best friend. That in mind, start it up.

     Once you got the Crew interested in the Style, or mix of styles, the crew of players will do much to create in-character plot, so what really helps is The Narrative. Know that older buddies who play the Stories a long run will understand much more about the story and setting than new players, but that doesn't mean you don't need new players. Make your narrative find the necessary words, and that doesn't mean you change voices from non player character to non player character, only that players will need your description to understand the Style, and have enough room for their action, and to place their creative help.

     Action -- that's what most players want.

     Make them tell the story to new players. Do involve older players into the choice of new ones. Make room for new players! Take the advantage of having published, and tell them to read.

     The Crew makes the ship fly, not quantum mechanics.

     Good luck, have Fun with your Story, and,...
          Stay Plugged.

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