Tuesday, 22 December 2009

Tips on RPG Story Creation, improvise, maps and rules

    Hello, everybody.

    When I try to create a Story, it always depends on Player's ideas and actions.

    You may have other methods, but that's it.

    Playtest.

    One cannot have the exact notion on whether their Creative Work is failing or achieving success if not by Practice. Just get your friends together and Play. Even if your Storyline is not so well developed, or ready. This is essencial to make it evolve.

    The most important part is to take Note of everything.

    But remember, just put the Date in every piece of paper you ever write something.

    Also, one thing that helps me a lot is fixing things as the Story goes, but that's a Tip for every Master in a Story Creation, and not only for Designers. This happens naturally. All Player's actions move the Story. So, you'll have to keep your track on these changes.

    I use randomly writing the most important Topics in a blank sheet of paper, and so trying to connect all that with my own Imagination on what the Story CAN be, to find out How the Story IS BETTER be.

    Sometimes you'll be surprised with new options.

    Accordingly to what Players want and like, because even if it's a Playtest your friends need something to keep them inside the Story.

    One thing to think about is this Rule: The Suspension of Disbelief.

    If your Story seems unnatural, or somewhat unlikely to happen into that Fictional Universe you're creating, something is wrong. So, take your time to do a remake.

    Players will want you to adapt their late Characters, as I'm trying to do with some of my Player's old Characters. Ok, I may have took a long way to see this, but don't you ever throw away your Player's old Character. I didn't. They're the Story of your Playtest. The very Soul of the offgame Real History. And That's maybe nearly just everything in a Story Creation Game.

    I'll enter some details on my Playtests later.

    You may ask how to deal with RPG playtest, and that's one important part of an Action Tale creative work, so gather your friends and play.

    You'll like a real life advice, make sure you create more options to rules than just one, because people may use your ideas later. It's not unfair. Ideas are alive, and when you play with your friends, someone will listen to this and that, and probably use that to create other stuff elsewhere. It's no problem. The idea in here is to organize this enough to make YOU able to invent more.

    One you have investigated references on the net, see which are good use, and modify everything you want to convey the needs of the game, the player's wishes, and make your own way into reinventing things, places and technologies, magic and how magic works, etc.

    Remember to mix things to reinvent new concepts.

    I'm working on making rules to conloging, but that will take much time now, so I'll do it properly when I have the time to do it.

    Beware of names, and mix them up a bit to create new names.

    I always re-think cities and empire's names, and type that on a search engine (as Google, or alternatives like Bing, Webcrawler, Ask Jeeves, or several others - results are always new, or different, so don't go for the only mechanic search), for the search may help you to choose your words and the meanings you can get to them, and so, create a small vocabulary from that.

    From word to word, this small vocabulary can become a full language.

    I don't always have an End to my stories. They need player's ideas and decisions to come to any direction, and so to an End.

    But remember to have everyone's wishes on mind.

    Remember that each player have fun in a different way, including you as Master and Storyteller, and the game will have more to improvise than to forget.

    Put the Date on every piece of paper.

    Maps are easy when you think in the Two-Way Creative Map rules.

    Macro-to-Micro, and Micro-to-Macro.

    Don't think you need to create every footstep for the heroes (if there are any heroe in you group), and let the narrative make it's magic.

    When you create on demand, players will need to know that playing your story will make the older players know more that new ones, and make that (or every other) rule clear. If you change the rules, make that clear at once.

    Now, I'll let room to your experiences.

    I hope you come to talk with us on our Facebook page, and like it, so we can discuss more about conloging and adventure blogs.

Hope you have Fun with your Story, and really,...
        ,... Stay Plugged.

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