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The Founder
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« on: December 03, 2007, 03:27:26 PM » |
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I see there are a few new games and people are having a hard time getting members to apply, typically the holiday season is a bad time to start a new story but if you are determined you should know how to maximize your change for success.
If you have run games here please share any techniques that you have found to be useful in recruiting characters.
I will compile the best suggestions here in this post.
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argyle2001
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« Reply #1 on: December 03, 2007, 04:37:37 PM » |
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The first rule that comes to mind is to have some degree of content ready before posting the game. Not everything needs to be prepared in advance, but some amount needs to go up right away.
"Under Construction" doesn't count. Every game (every website, in fact) is perpetually Under Construction.
Games that take several hours to several days to post don't get players, probably because it looks like the SC is just making it up as he goes along.
The second rule is: spelling and grammar count!
Most of the writers I know won't even consider a game, no matter how appealing the premise might be, if it's written so poorly that it looks like a fifth-grader is behind it. And the applicants that don't care about YOUR spelling and grammar... don't care about THEIRS, either.
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SuddenS
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« Reply #2 on: December 04, 2007, 12:05:52 AM » |
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Although I haven't been around that long, in my experience it is very hard to find good writers for stories retelling or playing in an already created world or city... for example a story about X-Men wouldn't do too well if there isn't at least an original twist to it (see FF-Alt for a good example), same goes for series of any kind like for example Ghost Whisperer. Writers on this page usually want to create their own characters, not try and imitate the ones of another author as good as possible.
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Alhaja
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« Reply #3 on: December 06, 2007, 01:52:41 AM » |
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Plenty of good suggestions so far.
I usually look at the Cast too -- keep in mind that the people you admit to the story and your NPCs reflect on your story and your expectations.
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Shanna
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« Reply #4 on: December 06, 2007, 07:24:08 PM » |
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Make it look like you have at least an idea for a story in mind, not just 'Wow, I have a cool setting that I would like to play within, so I'll start it as a game without considering where I want to go'.
Also, allow for player participation. I've seen stories where the SC states that s/he has a main character (NPC) and storyline already worked out for the story, and is looking for people to play secondary characters in that storyline.
Very few players like playing second fiddle. And I don't blame 'em.
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Alhaja
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« Reply #5 on: December 08, 2007, 12:33:38 AM » |
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On that note, some people like mystery in a setting, some don't. Unless I trust a SC, I have a lot of trouble applying to games where I don't really know what I'm getting into. I don't tend to play in superhero games where the SC picks my powers and I'll stay away from games that promise startling surprises and revelations -- I like to have more control.
Another thing to consider is system -- a of people are willing to join a freeform game that won't join a game with a system, be it a relatively simple system you've created or a fairly complex published system like D&D. If you're looking for variety in applicants, consider keeping your game freeform or using a very simple system.
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argyle2001
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« Reply #6 on: December 08, 2007, 12:28:51 PM » |
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Games that are based on TV shows have very limited appeal. They pop up all the time, but rarely get enough cast to run.
Firefly seems to be the only TV show that can sustain a game here on StoryCrafter (for reasons I won't speculate on in mixed company). TV-based games often read like the SC really, really, really identifies with one character, and wants to BE that character, and would some other players PLEASE come and support that little fantasy...?
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RevIron
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« Reply #7 on: December 08, 2007, 04:01:54 PM » |
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Use the Checking for Intrest boards here in the forums - the best stories are usually oversubcribed at that stage, and the rest will usually have a relevant point or two raised unless no-one is actually interested. If you know you've got at least your minimum number of people interested before you start, and they've told you they're looking for the sort of story you want to run, it makes it that much easier.
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Ridley
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« Reply #8 on: December 25, 2007, 03:27:45 AM » |
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I have a few suggestions. Things I've learned people like and don't like. As well as the things that have worked for me, anyway.
1- Always have a general idea of what it is your making. Don't rush in on a 3 second idea that you will delete three days later. Write out some information on a Public Description section, and add it when you make the story.
2- NO ONE (including you) likes playing choice less characters that are at the disposal of the crafter. I find it much more enjoyable when everyone is equal and not placed in a position with very few options. So make it a thing enjoyable for everyone. I normally kill myself off or keep my influence to a minimum when I make a story.
3- Don't abandon your story or its members without notice. Normally they'll leave, or eventually give up due to absence.
4- If your rehashing a idea, don't be completely without originality. Give it your twists and turns.
5- Never and I mean NEVER copy some ones idea. People will read others storys and connect the dots. Nothing is coincidence. Besides also being plagiaristic and cheap, its just wrong. I've made storys where I was going along fine, and then all of the sudden... a similar type comes up. (It even had the same sentences paraphrased for goodness sakes) When you make original ideas, they normally fair far much better then the cliches.
6- Don't be afraid too advertise. Sometimes you can offer too writers you've worked with, and get a good result. Don't post up "Check out my story _______" and expect a good result. Message some writers you think could be good in your story, and see what happens.
7- Trial and Error. If you have a story, and it seems like no one is joining, make sure you words are spelled right. If your prologue and rules are set up with run on sentences and comma splices as well as bad grammar, no one will want to join. There are different writing styles, but that doesn't mean don't care.
8- Have fun with it. If your story is setting it up too look like you want to be god, and control all the little people, you'll get nothing. Nothing at all. People don't like too write because they feel compelled too, they like to write because they want too.
9- Make sure you recruit the right characters. If you have certain characters ('the dreaded loner' for example) that are simply plain boring because of what they write, make it know too them. One or two characters that you have might 'scare' off others who try to join.
If you make a story during a holiday, and it falls away with only one or two characters, you have three options.
1- Recreate it when people will have time to look at it, and let the other players know. 2- 'Advertise' like crazy. 3- Give up on it. (I personally hate this option)
Anyway, I'm typing this on little energy, so I'm sorry if it's rushed. I just thought since I'm on, I could get it out of the way.
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Forevermore.
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argyle2001
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« Reply #9 on: January 16, 2008, 11:22:11 AM » |
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I've said it before, but recent events prompt me to say it again.
SPELLCHECK!
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Alhaja
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« Reply #10 on: January 17, 2008, 12:33:48 AM » |
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Absolutely.
It's horribly ironic when the rules say, "Please try your best to use good spelling and grammer."
Everyone makes typos and mistakes as they write a first draft. Even just looking over a post for whatever mistakes you can catch helps a lot. [/b]
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Xeron Brigs
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« Reply #11 on: November 28, 2008, 05:46:51 PM » |
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Some things that I found that help to make your game more enjoyable:
1. Communicate with your players. I’ve played many a game where the only time you hear from the SC is when they make a post. Get to know the people playing in your game, talk to them, and ask them about how you can improve. If you can keep the players interested, you will end the story on a good note, instead of the all-too-common “death by lack of interest.”
2. Get your players involved in the plot. If everyone feels that they matter, then they are more likely to stay interested in your story. Throw in some side-quests that might be of a very personal nature to one character. Try having some acts focusing specifically on the unique skills of certain players. The point is that at the end of every act, each player should feel like they accomplished something through their own actions, instead of being guided by an invisible hand through a linear plot.
3. Give players a breath of fresh air. Let’s face it, being a heroic character can get boring, as either the scenarios start to feel similar, or people just start losing interests. I found that a good way to maintain (and even increase) interest in the story is to allow your characters to play as the “bad guys” for a while. SWAT Officers getting tired of arresting criminals? Allow them to take the role of terrorists as they storm a corporate office and take the board of directors hostage. D&D style adventure getting bland? Let your players become Orcs and ravage a small village. Used properly, this can turn a story that was starting to get boring into an exciting one again.
4. Start off with a limited number of acts. We've all been in a story where as soon as it starts, there are six or seven "locations" to roleplay in. This can be both confusing to players, and boring if they happen to choose an act that no one else posts in. Rather than having a castle, a tavern, two stores, sixteen houses and thirty seven streets, try starting out with most of the group in one to two different locations.
5. Keep the plot flowing. If you notice that everyone seemed to have stopped posting, or make posts that suggest that they are waiting for something to happen (“I order a mug of ale, and spend my time looking around the tavern”) take the initiative and make a post. Most players will NOT take the initiative to leave the tavern, purchase weapons, and go on a quest to rescue the unicorn by themselves, so make sure that you guide them towards that goal. There should be a certain amount of restraint, however: having a wizard offering a reward for a burial shroud would be alright. Having the party of players being randomly kidnapped by masked assassins and forced to retrieve a burial shroud might make the players feel that they are being dragged along whether they want to or not.
6. Don’t push your players. If the majority of your cast is having a wonderful time roleplaying the purchase of equipment at the local marketplace, let them. Your players joined the story to have fun, and that should be the top priority. Let them take their time and enjoy themselves.
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« Last Edit: November 28, 2008, 06:01:35 PM by Xeron Brigs »
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