roleplaying-projects

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  • Storyboard: The RIFT project - week 1

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.20.2012

    While I had expected this project to get shoehorned into a footnote over the next few weeks, the majority vote was in favor of seeing this recapped every week. So it's time for the first recap of the RIFT project, which will cover just about a week of time spent in the game as of Wednesday. That means recapping characters, giving a brief summary of events, and giving everyone an idea of how well the project is working out thus far. I'm going to go on the record stating two things, just in case they weren't clear from the first column. The first thing is that this project is not an official Massively thing by nature, just something that I had dreamed up and figured would be interesting to read about. Second, I'm well aware that I'm probably going to have one or two enormous lore holes in my recaps or character summaries. Those of you who read regularly probably already know that I lose precisely no sleep over this fact, and you should not either. It's just a game; we should all really just relax. With the preamble out of the way, let's get into the story so far.

  • Storyboard: On roleplaying projects

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.01.2012

    Roleplaying projects are great. They're good for avoiding burnout, good for stretching your roleplaying muscles, and good for giving you reason to explore something you'd otherwise ignore. Not every project works out all that well, but I'm a big fan of the idea, and I'd encourage everyone who likes to roleplay to try a major project. The problem is that roleplaying projects are a lot of extra work and sometimes don't produce a lot of worthwhile results. Restrictions can breed creativity, sure, but sometimes they're just limiting. Roleplaying a character who never moves, for instance, is certainly possible but probably not a lot of fun, unless you really like sitting in a chair in-game while you sit in a chair in real life. So while I'm not kicking off my own little project just yet (it would take time away from my latest round in Choose My Adventure, and that would be terrible), I thought it'd be a good idea to look at how to create and work within a project so that the experience is a fun break rather than an oppressive fun-sucking nightmare. Hopefully, even if it doesn't work out, you can at least have some fun with the concept.