Main
Home
Members

RPG Elements
Beginner's Guide to RPG
Character Guides

Downloads
Mandatory Files

Communication
Message Board

Contact Information

Miscellaneous
Code of Conduct
FAQ

 

 

Beginner's Guide to Role Playing

This is guide is intended for players who have little or no role playing experience, yet also contains valuable information and ideas for experienced players.

What is a RPG (role playing game)?

Role playing can be compared to a movie or a book. It's where players come together and make up a story line, deciding their character's fate.

The goal of a role playing game isn't winning or out playing everyone else, but rather to make the story progress as a team. RPGs are usually run by a Game Master (GM) who makes sure the story is "realistic" and is kept flowing.

There are two kinds of RPGs:

1) Free RPG.

A Free RPG is run without a GM, where the players improvise a story line without preparation. The players pick their own roles.

2) GM RPG.

A GM RPG is when the GM has a skeleton story line, with an idea where the story will end up. The GM would hand out roles and basic player motivations and goals (for example, in TESB, when Luke Skywalker is training with Yoda, the GM would explain to him that he feels his friends are in peril, and he must go save them. This motivates Luke to leave Dagobah and confront Vader).


Asmodai's RPG Installments
(originally posted on the Message Board)

[ The Plot Twist ] [ Background Story ] [ The Romance ]
[ The Combat ] [ The Empire ] [ The Jedi ] [ Interaction ]


The Plot Twist

The easiest to pull off, and the surefire way to change the plot some. Usually this is something unexpected and completely off the wall.

Quote:
Vader: Luke, I am your father.

See? Simple, understandable twist. Gives you a good change in the plot, which usually is unexpected.

But, if overused, gives you a screwed up plot of death.

Quote:

So... Vader is Luke's dad, and was his sister in a past life, and was his mom's slave, his dad's love slave, and his cousin's backdoor marriage? WTF??

If you have played Metal Gear Solid 2, you have an interesting idea of what plot twists can do if used good enough.

Back to Top


Background Story


Background story! You need to setup the plot, you need to have a good backbone. There's nothing without it! Sure Darth Vader is Luke's dad... But how did Anakin Skywalker become Darth Vader? What motivated him to become what he is today?

That's why sometimes the RPG seems slow at first, because you need to setup the story... Once that's done you can kick it up a notch!

i.e.: The Phantom Menace and Attack of the Clones
A New Hope and The Empire Strikes Back...

Back to Top


The Romance


Alright, this is going to be interesting.

From cheesy and sappy love (Star Wars Episode 2) to deep and meaningful love (insert deep and meaningful love here), romance is a powerful story element.

But, that doesn't mean Jabba the Hutt can fall in love with Leia, the love HAS to be believable.

Not every Jedi falls in love. Not every bounty hunter has a main squeeze. Granted, a bounty hunter might fall in love easier than a Jedi, but that doesn't mean everyone loves someone.

I was in a game once where my Hunter fell for a Smuggler. Our chemistry was so believable, and we acted in such the same ways, the romance was completely believable and a great addition to the story.

Of course, I've been in games where a Sith has fallen for the local girl, goes off to screw, then doesn't care when the girl dies.

But, as in life, romance is a big responsibility in a game. The effect is quite large on the story, and can not be tossed about like a child's plaything.

Back to Top


The Combat


This is a good one. This is about telling a story, about living a tale, right?

Well, that means combat isn't the end to the game.

A saber duel, picture it.

Quote:

Jedi Asmodai and Sith Jayna circle each other, staring at the other. Then, in a flash, both lightsabers were drawn and Jayna launched herself at Asmodai. The fight went on for what seemed like hours. With parry after parry, attack after attack, both fighters were visibly worn after such a fight. Then, without a warning, Jayna hijacked the nearest speeder and fled away from Asmodai, defeated.

Now, we would do that in the RPG almost the same way. That means when you fight someone, its not about killing the other person, its about adding action to the story.

How about...

Quote:

Asmodai circled Jayna, staring her down. Suddenly, Jayna pulled Asmodai to her feet, and lopped his arm off in one fell swoop.

Not good, huh?

Keep the story flowing, even though you are trying to 'kill' each other. Same goes with guns. You CAN miss.

Back to Top


The Empire


You know, Russia was an interesting place. After World War two, they were taking over the neighboring countries to protect themselves. They would take control of the internal police force, and arrest anyone and everyone who opposed them. Eventually, only one political party existed and ruled the country with an iron fist. The people feared for their lives under the dictatorship. It was simple; support the country and think like how you are told, or get arrested.

Why can't that happen in RPG's?

Granted, there is a line between running away and taking out an entire platoon with your right hand, but the Empire isn't feared.

Fear; (n) A feeling of agitation and anxiety caused by the presence or imminence of danger.

Think about it. One stormtrooper may seem easy to take down. Maybe two. But if a stormie goes missing, someone has to notice. In A New Hope, the officer notices that the stormtrooper isn't at his post, and calls him on the radio. If the trooper doesn't check in, it will be noticed.

So think about it next time you are tempted to just kill the trooper, rather than talk your way out of it.

Back to Top


The Jedi

I'm sure we've all seen Episode 1 and 2 by now, and it might be one of the worst things to happen to RPG's.

Don't get me wrong, the story is nice and epic while being complicated enough to make you think, but simple enough to make you follow along. Even better, we get to see the Jedi in their prime!

Now everyone wants to be them and its rarely done right.

First things first. The timeline is during the original trilogy, when the Jedi were nearly extinct. That means that the Jedi can NOT use any force powers unless necessary. Blah blah blah, we've all got the speech, but people still seem to mess up.

Rather than waste space, perhaps we should hear about the types of Jedi.

The Jedi Badass - Mace Windu. The one that has the saber with 'Bad Motherfucker' on it. The guy EVERYONE wants to be. This is the most common Jedi, and why they don't work so well.

The Senile Obi-Wan - Also a common Jedi. This Jedi is almost always a master, speaking to his Padawan in a 'oh so mighty' tone. Guaranteed to die fighting some Sith or Empire trooper.

The Anakin Skywalker - Uncommon, but present. This is the Jedi that is so close to the Dark Side, its scary. But this Jedi never actually sways. I've seen this one sway only once or twice out of dozens.

Now, those are the attitudes that people have from the movies, and they are almost guaranteed to be in every game with a Jedi. The funny thing is, the model Jedi is actually in the movies.

The Young Obi-Wan - Both in Episodes 1 and 2, as Padawan and Master, this is the Jedi we should try to be. He doesn't place himself above others, and doesn't flaunt his powers. Anakin was quick to tell Watto he was a Jedi, but Obi-Wan hardly mentioned it on Kamino. Quick to dive out a window to capture an assassin droid, but still acts like a human (the fight with Jango - "This isn't good"). Doesn't rush the leader of the army, but rather cuts through a few enemies to get to him.

So next time you want to whip out the lightsaber, think about it.

Back to Top


Interaction

You know, there can be every type of article telling you, the player, how to role-play. The biggest problem isn't in the way the roles are played, however. The biggest problem is in the interaction between the players.

"The need of the many outweighs the needs of the few"

The main goal of any RPG is to tell a story. With the games, hopefully we can tell a story while living through it at the same time. What one person wants the story to be is usually different from another person.

Lets say that Jango Fett wants to capture Senator Karg. As Jango Fett, most people would go to all ends of their power to capture the Senator. What if the Senator was important to the scenario, however? Would it be nice and dandy if Jango sweeps in and blasts the Senator, hauling him off for a bounty? No, it wouldn't.

How about Sith Xion wants to kill Jedi Knight Zaz. The Sith are known for their foolishness, which would make people tend to rush the Jedi and strike him down right off the bat. What if the Sith spread propaganda about the area against the Jedi, in case the Sith fails? This creates a new objective for the Jedi, while letting the people interact more.

I'm not saying take the long way around. If the moment is right, feel free to capitalize on it, but just think about how it would affect the story.

"The needs of the one outweighs the needs of the many"

On the other hand, you shouldn't feel so constrained in what you do. The people are what make the story. It is important that you have fun with what you do.

The biggest example is the Stormtrooper. Branded as the role given to the 'crappy' role-players, the roles are treated with almost no respect. Each type of character has their moment to shine. Jedi and Sith revolve around their big fight, smugglers want that big job, and troopers get the fire fight A lightsaber duel atop a launching pad is just as climatic as escaping from a barrage of laser bolts.

What must happen, however, is missing. If you are trying to shoot/saber someone, would it be very helpful to the story if you level the character in two hits/swings?

Either way, interaction is important both to the group and to the one. If you want to feel important to the story, try to be the trooper that nearly got the escapees. Try to be the bounty hunter that captures his prey in the most creative way possible. Try to be the person that was captured by the Empire, and escaped. Just try to interact with everyone around you, and think about how what you do would affect the story.

Back to Top

This page was created June 3rd 2002.

Please request authorization before using these rules for your RPG group or clan, Don't be a lamer and rip off all my hard work.

Web Site created by Jayna

Made in Canada.

Last Updated:
Tuesday, June 3, 2003 11:41 PM


I love you Crush

Hosted by www.Geocities.ws

1