Running an RP

So, you’ve got a great idea for an RP and you want to start a thread. That’s awesome! As the one running the RP, you’re ultimately responsible for where the RP heads for its most important plot points, what can/can’t happen, etc…

However, there’s some things that you should keep in mind when running an RP. This is mostly from my experience, so opinions may vary – I tried to keep these as generic as possible.

How do they meet?

This is a very crucial part of the RP. Now there’s different ways for this to happen based on the RP, but for one that’s, say, an adventure RP, you need something that brings the party together. You could start everyone out together or have everyone gather together on their own, but remember that they’re not just going to all meet by themselves. You’re the one running the show: get them to meet!

How do they stay together?

In RPG (Role-Playing Games), it’s not uncommon for characters to leave and either never return or come back. In RP’s, this is slightly mitigated by being able to use multiple characters, but in Tabletop Games this generally doesn’t happen unless a character dies or the player is unable to continue playing.

However, in RP’s as well as Tabletop Games, it’s the one running the show that has the responsibility of keeping everyone together. If tensions start flaring and it doesn’t make sense for a character (or characters) to stay, then why would they stay? As the one running it, you need to make sure that each player character has a reason to stay invested unless the player can’t play anymore or they’re being unruly and you need to take action to stop it.

What’s going to happen?

Tying in with the previous two – how is your RP going to progress? Do you know how the player characters are going to be involved? Settings, themes, character arcs…all of these are crucial to an RP, and here’s why:

Winging an RP is bad 8 out of 10 times

Why? because there’s no structure, which leads to no direction, which leads to disinterest or pages and pages of a subplot that amounts to nothing.

Now, sometimes winging an RP is okay, especially for one that’s more light-hearted and not serious. But if you want to go on some epic adventure, you’d better be damn sure you’re putting in some work beforehand. Create an outline of the main plot, find a way to involve the player characters directly, get some lore for your world.

What I like to do is create an outline and then ask those that join to give me an outline of how their character should progress within the context of the story. I then create key points for the main plot and for the player characters, sometimes coinciding the two If I create my own world this serves the double purpose of letting the plot flow nicely and build some lore for the world. Then, as the RP progresses I make sure they hit key points, and if things start to derail I can bring in an NPC to set the player characters back on track.

Now, this can be a tricky process, especially because…

You don’t want to railroad

Obviously there’s some key points that can’t be missed, but you cannot control how the characters interact and play as they progress. If they go off in another direction, you need to be prepared to handle that, and that’s why an outline instead of a strict plan is better – you give yourself some flexibility in how the player characters can reach each key point. You just make sure that the key points are hit.

If your player characters go off the deep end, then you as the owner of the RP have to make a choice. In this instance, I generally just stop them because I’m not a fan of going off the deep end, but that’s just me.

These are probably the 4 most common things I see happen to RP owners that can effectively kill their RP. Plenty of my own RP’s have been left to rot in this way.

I hope this has helped any of you who enjoy RP’ing and want to start your own!

Just Sayin’

Common (forum) RP’ing Pitfalls

I used to be a forum RP’er. I started waaay back in the day on Nintendo’s old Power Up (RP) board on the Nsider forums, and wound up running my own for a good 5+ years. I think forum RP’ing is a great alternative to wanting to do something role-play related without 1) leaving the comfort of your chair/couch/whatever, and 2) playing a game.

Throughout those years that I was really into forum RP’ing, I’ve encountered (and committed) plenty of pitfalls that are pretty common to forum RP’ing. Both newbies and veterans are capable of these, and while this is aimed at forum RP’ing, it definitely applies to other kinds of RP’ing as well!

Believe me, I’ve committed all of these multiple times, so if you’re a forum RP’er, don’t feel bad if you’ve done these before.

Being Alone

A big part of any RP is the start. How do the characters meet? Normally, there’s something that draws all the characters together. You might all be part of a guild. Maybe a big event is happening and everyone is gathering for different reasons, only to have someone set off a chain of events and draw everyone else into the conflict – whatever it is, it’s important in an RP that everyone meets, and that’s usually near the beginning.

Well, sometimes that doesn’t happen. Your character is mysterious, anti-social, and stays away from everything. During those few opening posts where people gather he stays to the shadows, literally not bothering to do anything but mind their own business. This can be a potentially big problem if they don’t jump into the action and become forgotten. This can be managed by a skilled thread owner with an NPC, but sometimes even that’s not enough.

You can be mysterious and brooding, but just make sure that your character winds up with everyone else (or at least another PC). You can maybe plan to have your character come in way later, but that’s something you’ll have to discuss with the RP owner.

Speaking of…

Crashing the RP

The guy who makes the RP (at least, for me) usually has a plan of action for the flow and plot of the RP. Sure, there are cool side stories because of how the characters interact, but a lot of the times someone will come in and try to shift that plot through some means. Maybe you come in and just kill the main atagonist. You blow up a city. You rip a hole into the space-time contiuuum. This kind of stuff should only be happening after talking to the one running the RP. If you’re unsure about what you can and can’t do (IE: can I kill that enemy? Can I take that path? Can I be one of the hidden masters?) just ask them! They’ll let you know.

The way I do it is I force every player to make an arc for themselves within the world. I ask them what they’re envisioning for this character to become, and then work with them off that and try and weave it into the main story. Obviously, sometimes it doesn’t go as plan, but there is a plan, and that’s what’s important. This plan ensures that they don’t break the RP and the player has a good idea of how things will play out and are able to flesh their arc out from that plan. I make sure they don’t go overboard or undersell their character during crucial plot moments that should star them.

And if someone completely breaks it I retcon it because I’m the one running the show. Just like how DM’s have their own flavor and rules, so do RP owners.

Everyone gets a chance to shine

This is more for RP owners, but make sure everyone’s getting some sun. While most RP’s do have a main protagonist, all PC’s are important protagonists and they all should play a part in the outcome of the RP. RP owners, don’t focus on your own character all the time. I’m very guilty of this. I used to have my character in my own RP be the mega star that outshone everyone. During the tail years of my RP’ing my character was obviously the most important, but they were tied to many other characters that played almost as important a role.

Likewise, if one of your characters is very important, don’t overshadow the others. However, if your character doesn’t, it might be because…

Too timid

Like the character that broods alone, this type of character kinda just…well, sits there. They’re part of the party, sure, but they’re timid; they don’t take initiative. And so, during crucial moments they withdraw into themselves, most of their dialog being their own thoughts. This can turn especially bad if they become characters of self-pity/depression. Guys, this is fantasy. Depressed characters don’t do anything. Unless it’s centered around someone dealing with depression, I advise against it. These characters can become dead weight really fast, and you don’t want a character that contributes nothing.

Patience (lack of)

Ever flown through an important moment in the RP and it was only 2-3 people when 6-7 are in it? This is actually pretty common, and definitely something to think about in smaller RP’s. In crucial moments, if you post and your character says something to someone else’s character, wait for them. Don’t let another character go off and propel the scene forward. This was the most common problem for the group I RP’d with – we’d fly through really important fights and scenes without some of the players. Have some patience, let the others contribute (unless the scene/battle doesn’t call for them to or they give you the okay).

Character (and NPC) Control

Some RP’s allow you to have multiple characters. Sometimes you need to control a lot of NPC’s. This can be really fun because there’s a lot of interaction, but a really common problem that arises is that you almost have too many characters. You could go off RP’ing on your own with the characters you control. While this could be cool as a little short story – 10-20 posts that are literally just about your 4 characters adventuring together isn’t exactly beneficial to the RP, because you’re really only interacting with yourself.

Another common problem is that you feel compelled to answer something with every character, which doesn’t sound right. Realistically, you probably only need one character to answer, maybe two if that second character is also very involved in the conversation.

You also don’t want to leave a character by the wayside (unless it’s an NPC, in which you can dispose of them pretty quickly as long as they get their job done).

——

While these pitfalls happen often, don’t think they’re always bad. Sometimes retconning happens (the process of saying a scene never happened, a character never existed, etc…), and that can help stop these, but your RP may employ them as part of it. Maybe you’re controlling three different characters who are in different groups; maybe your character keeps to themselves but is actually spying on the group for whatever reason, and reveals themselves sometime later (I’ve actually played a character that did this and I contributed maybe 50 of the 700+ posts to that particular RP, but it was one of my favorite RP’s to participate in). The variables to how a RP is progressing greatly change some of these pitfalls, so they’re not always bad – I think that in most cases, they are, and it’s something to watch out for in other forms of RP’ing.

Just Sayin’

P.S. – Anyone who knows what that is may get a kick out of this archived page (fun fact: one of my old threads is on there!) –http://web.archive.org/web/20060502142725/http://forums.nintendo.com/nintendo/board?board.id=poweron_rp&page=14

Smash 4 is hard to play

This past Saturday I entered a Super Smash Bros. Wii U (Smash 4) tournament. Being primarily a Project M player and being part of the competitive Smash scene in general, there’s a lot of hate against Smash 4 for its “easy” play in terms of technical ability.

But dammit Smash 4 is hard! I play Mario, one of the more aggressive characters in the game, and it’s painful sometimes how hard it is to get in on another good player. In Project M I can rush down someone with Meta Knight’s great pressure tools and feel relatively safe near someone’s shield. I don’t feel safe at all when I’m near someone’s shield in Smash 4, and it’s so stressful when you’re trying to space around it!

Really, I think it’s harder than the technical barrier Melee/Project M have for new players. Sure, you can pick up and play Smash 4 easily, but to be able to get in on someone good, especially a more defensive player/character? That’s not gonna happen for a while. At least in Melee you can Nair someone’s shield with Fox and be almost completely safe as long v as you L-Cancel and Shine. That kind of input skill can be committed to muscle memory and performed without even a second thought after like two weeks of practice. Obviously it gets a little harder during an intense, heart-pounding match, but I think that can apply to really any game that has even a tiny amount of technical skill involved.

Maybe it’s just harder for me to play Smash 4 than it is Project M. Maybe it’s just more stressful because during a combo in Melee/Project M you can relax yourself for a moment (at least, I do). I dunno. All I know is that Smash 4 is hard to play.

Just sayin’.

REVIEW: Super Smash Bros. 3DS

Wow, it’s been a long time since I’ve posted! I’ve been meaning to write this review but I was having so much fun with the game that I forgot to write it!

So, the new Super Smash Bros. game is out. While most of my friends in the competitive area of Smash aren’t exactly enjoying it, I am enjoying it a lot. Now that I have the full game let’s go into what I’m excited about and what I’m looking forward to with the Wii U version.
The Good:
 
Smash Run
 
I have to start here. Smash Run is probably my favorite mode of Super Smash Bros. I’ve ever played. Collecting power ups and duking it out in quite a few different varieties of mini games (including racing, climbing, and various versions of Smash) is awesome. I loved Kirby Air Ride’s City Trial (which is basically what Smash Run is), and so I instantly took a shine to this mode. I think the only problem is you can’t interact with the other players besides a bomb you can throw into their screen.
All-Star Mode
 
The new All-Star mode is really cool. Instead of grouping characters together by game, they’re grouped by time period. This makes some really interesting variety of characters and stages while fighting. The mode is a little on the easy side for me, but I really enjoy it nonetheless.
Music + Graphics
 
Super Smash Bros. 3DS (and the Wii U version) has the best music in a Smash game to-date. Really digging the remixes, and the game looks fantastic. I think the only problem here is you can’t change the music like you could in Super Smash Bros. Brawl, but that’s a minor detail I can look over.
Teams
 
So you can now be whatever color you want in team battles. That’s the best. Now you have team outlines, which is way cooler and way better. Seriously, forced colors was never something I enjoyed about teams. I’m glad they changed that.
Stages + Items
 
These are, hands down, my favorite stages in the franchise. The Paper Mario stage is definitely my favorite. All the new stages offer something really cool, and I LOVE the new old-school Mute City stage! To add to the craziness of the stages, the new items are a blast. The Galalga Boss that sucks you up, Cuckoos, and the new Pokemon and assist trophies really make for a hectic item experience. It’s fun!
Characters
 
The new characters rock. I love them all. In fact, Villager is my main! I actually don’t mind Dr. Mario, Lucina, and Dark Pit, either. While I will never play Dark Pit, I really enjoy Lucina and would rather pick her over Marth, so I’m glad she’s in the game. Also Dr. Mario is a boss and actually has different moves so I wouldn’t consider him a straight-up clone.
Custom Moves
 
Are probably the best part of this game. I am loving some of the custom moves the characters have! They give the characters some much-needed flavor or just help their kit in general. For example, Luigi has an ice ball – how cool is that?!
The Bad:
 
Controls
 
I’m actually very used to the controls, but as a competitive player (who doesn’t really play Super Smash Bros.), I really miss the c-stick. Being able to do a falling Up Air is something I have taken for granted, and while I can still do it, it takes a lot of precise manipulation of the joystick, and to be frank, the 3DS’s joystick isn’t incredible. I wouldn’t say the controls are awful, but there’s definitely something left to be desired here.
Classic Mode
 
Is still kind of boring.
Online + For Glory
 
Okay, so every For Glory mode stage is basically Final Destination with the stages usual blast zones. Some of the have walls that go down to the blast zone. This is fine, but I really wish some of the stages (I’m looking at you, Paper Mario stage and Rainbow Road) had their original design in For Glory mode, just minus the hazards. It’d make some of the levels way more varied and interesting without it just being flat. This ties into online.
You see, Final Destination is a horribly balanced stage. It gives characters with projectiles a clear-cut advantage (unless you’re Little Mac), and that’s hardly fair to slow characters. I think Battlefield is the most balanced stage, but I’m digressing. It seems that the cast is balanced around Final Destination, and that’s…not great. Granted, I think the game is incredibly varied right now and a lot of characters have untapped potential, but it sucks that online every stage is basically Final Destination,  giving some characters inherent advantages. That’s not too bad if you’re really good, but I think a lot of players who want to become competitive aren’t going to enjoy their character suffering as they try to practice their character.
Also the lag can be dreadful sometimes. At least the game has decided to dish out “No Contest” where neither player receives a detriment or plus to their record if the game lags for too long. It can detect intentional DC’s though, which is awesome. Other than those few complaints, though, online is incredibly fun. I’ve played just about 100 1v1 games and a few 2v2 (both For Glory) and they’ve been really fun. I have yet to play the “For Fun” mode or 4 player For Glory, and I probably won’t for a long time. I enjoy 1v1 the most.
Equipment
 
I’m not really a big fan of equipment, and that’s because they only give out stat boosts. I’m okay with the changing stats of characters. It’s a cool concept and it’ll make your Amiibo CPU’s way more fun to watch. However, it’d be nice if there were some pieces of equipment that only gave effects, no stats. I’m a big supporter of custom moves for official tournaments with this game, and I would’ve loved to include equipment in there, but alas. Equipment will be no more than a side tournament option.
And that’s about it. I could rate this game on my usual criteria but there’s so much content in the game I won’t do that. With that said, my rating for this game is a solid 8/10. If you’re a fan of the Super Smash Bros. franchise, you will love this game, even if it’s on the 3DS. I wouldn’t wait for the Wii U. Having Smash on the go is incredible.
Just Sayin’

Thoughts on Smash 4 (3DS Demo version)

Last Friday, the Nintendo 3DS demo of Super Smash Bros. 3DS was released to the public. Luckily, I was able to obtain it earlier thanks to a special giveaway for Platinum members. Now that it’s been about a week since I’ve played it, I thought I’d write about my first impressions.

The Ledge System is GREAT

As someone who hates every ledge mechanic in the previous iterations of the series, I love how the ledges work in this game. You can’t grab the edge to stop someone else from grabbing it, and you can’t regain invincibility unless you touch the ground and then re-grab the ledge (I actually don’t know if you regain it after being attacked). I really like this system. It forces more off-stage play if you want early KO’s, otherwise you’re stuck fishing for KO’s on-stage.

Pivot Canceling

If you push the other direction while dashing, you do a little slide animation before starting to dash in the other direction. During that slide animation, you can cancel that into an Forward Smash, Up Smash, or Forward Tilt. Forward Tilt and Forward Smash are the most useful applications of this mechanic, and it’s a great way to space your opponent while ground. It gives characters like Mario and Pikachu some neat ways to keep space, especially with how fast their Forward Tilts are.

Combos are (kind of) real

Some characters have good combos (coughMariocough), others have a couple strings. However, combos do exist due to hit stun being longer and unable to be canceled like in Super Smash Bros. Brawl, despite how small they may be.

Air Dodging sucks (YES!!)

Air Dodging produces some serious landing lag when you hit the ground with it. +1 for offense.

It’s fast

Since Super Smash Bros. Brawl was quite slow, this game feels much faster. You feel like you have greater control over your character and you feel more rewarded for performing high-execution techniques quickly (not that there are many…). I think the speed is perfect. It felt much better than the Best Buy demo.

It looks good

This is, without a doubt, the best-looking Smash game I’ve ever played, even on the 3DS. It looks fluid, feels fluid, and the effects are awesome. The animations are also great.

Villager can pocket everything

And it’s godlike!

If you haven’t yet, download this demo and start playing! The game comes out in less than two weeks – better practice up!!

Just Sayin’.

Closet Training

Now that I’ve been back from teaching at summer camp, I’ve thrown myself back into my local competitive Smash scene at EXP Gaming (link to their Facebook page at the bottom of this post). They hold a weekly tournament for Super Smash Bros. Melee and Super Smash Bros. Project M called “Wavedash Wednesdays”, and while I haven’t been there in months, I’ve been able to keep up with Chicagoland’s better players by playing CPU’s every day. But what, some players might ask, do I practice?

Execution, or as I call it: “Closet Training”!

I’ll admit it – my neutral game isn’t always on-point because I don’t play with people a lot. Sometimes I revert to bad habits and spacing in neutral, but I make up for it in combo and edge guard execution, meaning my punishes are hard and I generally convert a hit confirm into really big damage or a KO. Playing CPU’s is notoriously bad for neutral and habit-forming because you become accustomed to fighting an opponent that generally reacts the same way to different stimulus. You can even manipulate a CPU with movement to KO itself.

What you can do with a CPU is practice DI follow-ups on combos, bad recovery edge-guarding, and tech-chasing.

A CPU Marth and a human-controlled Marth both only have 3 options out of a tech: tech in place, tech roll right, or tech roll left. This ends up being really useful. You can practice reacting to different rolls and techs in place on the whole cast as CPU’s, and when it actually happens in a tournament, you’ll be ready for any of the 3 options available to that human-controlled Marth player.

A CPU will DI horribly , but sometimes they’ll DI incredibly well and do techs you wouldn’t dream your opponents could perform. But if they ever do, you’ll know if you can follow up such good DI and if you can, how to follow it up the most effectively depending on the character. You get to try out a ton of different combo scenarios and test your reactions on DI mix-ups because even CPU opponents will change their DI.

You’ll be able to test your reactions on hit confirms when both of you are attacking each other. You can see match-up specific interactions for moves. Can your character’s move beat a certain character’s move at this range? Can you edge guard against a move effectively?

The point I’m trying to make here is that, while you can’t really practice your neutral game solo, you can practice your execution game, which is just as important as neutral. You can practice your edge game so that you don’t suicide during a tournament match because you tried wave landing from ledge to get an invincible tilt or grab in to punish an opponent’s attempt at edge guarding you. You can practice your combo and punish game to make sure you get the most out of every hit you make. High-level Smash involves being able to capitalize on every situation that favors you – you can practice all of those situations solo.

Even if you play with others and work on neutral, I recommend players who really want to start placing high to play for a half hour every day and focus on execution and combo game. You’ll be surprised how much more mileage you get once your punish game is refined. No one wins games in Melee or Project M simply be winning in neutral for 5 minutes. That’s only half the battle, and sometimes makes the difference between a win or a loss in tournament.

Closet Training helped me finally achieve one of my goals in Smash, which was reaching top 5 at a tournament. Think of how much it can help you, too!

Just Sayin’.