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| Help With Collaborative Posting; How to be part of a team in writing | |
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| Tweet Topic Started: 04/05/2014 - 05:13 pm (77 Views) | |
| Saint | 04/05/2014 - 05:13 pm Post #1 |
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Yes, And and Blocking - The Principles of Cooperative Storytelling Or: How to make sure your thread doesn't come to a dead halt. by Heranje on RPG-Directory
Just as Yes, And is the cornerstone of improvisational technique, so is it the cornerstone of roleplaying. It is, simply, the act of accepting the idea that is given to you by your fellow player, and then adding to that idea. I believe the Yes, And principle is absolutely vital to playing out a good thread - and it's time we in the roleplaying world became more aware of it. How is a roleplayer like an improv actor? While we may not be playing entirely for laughs, and we're not up on a stage producing rapid-fire ideas, most roleplay involves at least some degree of improvisation to make a thread's story come about - even in the most heavily-plotted scenes; and it's really all about working together with another person to build a scene. That's why it's important for us to be aware of Yes, And and use the trick to our advantage. In this documentation I'm going to use examples to illustrate the importance of Yes, And, and suggest some reasons why you might not be doing it. No and No, But - The two sides of blocking.
This is an example of a classic No - 2 rejects 1's suggestion that it is cold, effectively blocking the direction 1 was trying to bring the thread, and does not add anything new to the situation. This could of course lead to an argument between the characters about whether it is cold or warm - but if 1 wanted to play a situation where it was in fact cold, 2 has ruined that, which may leave 1 annoyed, and for now the situation is stagnant. Even worse is if 2's No goes so deep that he denies not only that it's cold in general, but that Susan could be feeling cold.
Here, 2 is responding with No, But – no, it's not a cold day, and the characters should not go inside, but it's warm and they should go swimming. While this does push the thread in a direction, it's presumably not the direction 1 wanted it to go. 2 is taking control of the thread with his ideas at the expense of 1's, which is frustrating for 1 and can lead to a tug-of-war if the No, Buting continues on both ends. This is clearly annoying. So why block? There are a few reasons someone might block an idea given to them in a thread. The first is that they simply haven't noticed. This can happen especially where setting is concerned. 2 didn't read 1's post properly and so didn't catch that it was supposed to be cold, or he forgot when he was writing his post - if this is the issue, it's fairly straightforward to deal with. Simply pointing out someone's mistake might be enough, and if you're the perpetrator, thoroughly reading your partner's posts helps. However, there is also the chance that 2 is blocking 1's suggestion because he didn't agree with it - he doesn't want the thread to be set in cold weather or for the characters to go inside, so he tries to steer it in a different direction. But if instead of doing that he had either spoken to 1 and tried to reach a consensus before he made his post, or decided to accept 1's premise and then added a twist he liked, the thread would run a lot more smoothly. A third possibility is that 2 blocks 1's idea because for Peter, the idea would be out of character. Maybe Peter can't feel cold, or he's scared of going indoors, and so 2 could not go along with that. There are still ways to respond without blocking the suggestion outright. What 1 is stating is that Susan is feeling cold, that the weather is making her feel that, and that she wishes to go inside - but 1 does not have a right to dictate how Peter feels about the temperature or whether he wants to move. A Yes in this situation has to acknowledge that Susan is feeling cold and that the weather is causing this, but 2 can use the And to establish why Peter doesn't feel the same, if he wouldn't. Not all Yes'es are equal.
The plain Yes. This is the situation you hear a lot of roleplayers complaining about - their partner is simply following along with the things they do, responding to the actions in their post but not adding anything of their own. This leaves one roleplayer having to pull the whole weight of the thread's progression, which can get taxing and frustrating, and while the thread isn't coming to a halt like when 2 was blocking, it's still not going to move very fast - especially not if 1 gets tired of adding new ideas on their own.
Now, in this post, 2 is doing a perfect Yes, And. Yes, it's so cold the characters should go inside, and they may not know the way back. This doesn't just accept the idea 1 put into the thread, but adds another plot element to it, pushing the story's progression ahead. Now 1 can respond to this new impulse, adding something else to it, and in that way they can bounce back and forth and create a story together - maybe Susan thinks she knows the way and starts walking in the wrong direction? Maybe Peter trips and falls, hurting his leg? Maybe Susan runs off to get help? Maybe Peter encounters a wolf while he's lying alone? Together, 1 and 2 can build an exciting thread - as long as they respond to each other's ideas not with uncooperative No, not with frustrating No, But, not with boring Yes, but with the fabulous Yes, And. It's not just about action. Yes, And applies even in threads where the only thing going on is a conversation. One of the most frustrating things a roleplayer can do when their character is talking to another character is to just have their character respond to what the other says, without adding anything for their partner to respond to in turn. Similarly, having one character ignoring the things another is saying (unless it's for a reason that drives the plot forward) or the roleplayer acting like they haven't said anything at all can be really frustrating. Unless your intention is to create an awkward silence between the characters, remember: yes, my character will respond to what the other has said, and they will add something of their own. It's not just about the weather. Yes, And applies to all aspects of building a scene and a story, and it's really important when it comes to relationships and interactions between characters, as well. Have another example.
Here we've got a situation where 1 is playing a character that can and will kill 2's character, but 2 is not having his character respond as if this is the case (in other words, a No / No, But response). This may be in-character for Bob, but it lands 1 in an awkward situation (assuming 2 doesn't actually want his character killed) of having to find a way to stop George from doing what would be in-character for him. If Bob's not the type to run away or take George's threat seriously, that doesn't have to be what happens - a Yes, And could consist of, for example, adding some outside element that keeps George from getting to Bob. If you want a certain outcome, you can't expect your partner to do all the work of getting you there. In other words, if you don't want your character to be hacked up with a knife, don't have them hug the knife-wielding maniac. Be wary of Yes, And And And And Accepting one idea and adding one other is Yes, And formula - if you add too many new ideas in a single response, you leave the other player with a whole lot to Yes, and they may feel the thread is running away from them. Be wary of how long a period of time your reply spans and leave room for the other player to comfortably respond and elaborate without flooding them - they've got a right to control the thread progression too. If you've got a lot of ideas you could space them out between your posts, or discuss them with the other player and share the job of telling the story. Is this absolute? Of course not - nothing is. In certain situations, other responses than Yes, And might be necessary - just like improv actors sometimes block offers for comedic effect. However, in the majority of cases I'd say Yes, And makes for more smooth-flowing, interesting and exciting threads, and a lot less frustration. So, the next time you're poised to reply to a thread, stop and ask yourself - what am I saying here? If it's not Yes, And, have a look at why, and consider what you can change to make it so. And then we continue on into another guide involving ten tips to writing better! A Beginner's Guide to Cooperative Storytelling How to be the kind of roleplayer that people love Written by Dun of [url="http://rpg-directory.com/index.php"]RPG-D[/url] The art of roleplaying is one which involves many unspoken rules and subtleties. The proper conduct expected from a roleplayer is often learned over a long period of time, and newcomers to the community are often simply expected to know what to do and what not to do with very little information provided to ease them into things. "Powerplaying" and "godmodding" are words thrown around to warn the newbies, but explanations are rarely given- especially for the less obvious actions which often cause offense. Hopefully this will help with some of the difficulties new roleplayers often encounter as they try to adjust to the unspoken rules and expectations in roleplaying communities. I can't cover all of the dos and do nots, but I'll try to offer some good words of advice regarding common mistakes. Here we go . . . 1) Do not glorify crimes and their victims' struggles. Too many people resort to 'tragic pasts' when they begin roleplaying, thinking that these tragic experiences are required in order to create an engaging character. Rather than ending up with an engaging character, they often end up with a melodramatic one that whines at strangers about his/her oh-so-tragic, entire life story immediately upon meeting them. The character ends up being really difficult to work with or downright harmful. Abuse is not necessarily exciting and intriguing. These concepts don't exist for cheap thrills. You should address them in a sensitive, respectful manner or avoid using them at all. People are intrigued by struggles which bring out the fundamental truths of the human condition. Trauma in itself is not what creates an engaging plotline. 2) Do not attempt to force empty romance plots on other people. No playable character belonging to another writer will be fixated on a character of yours just because you think it would be fun. There may be nothing in it for the other player or character. If you're someone whose only interest is instant gratification without any depth or impact at all, and you will only thread with a character that your poorly developed character can somehow fall madly in love with within a matter of minutes, you need to reevaluate your intentions as a roleplayer. It's also important to remember that trying to force a physically intimate character relationship on another player can be extremely uncomfortable for that person. Romantic plot lines are not the only ones out there. The best romantic plots are arguably those that develop over time and without being forced. You can put your character into threads with characters whom you don't believe are 'the ones'. No plot is likely to be enjoyed by all parties involved if it's designed to benefit one player. 3) Do not try to live vicariously through your characters. Perhaps you wish you could be like Superman. Perhaps you love the character of Superman and want to roleplay from his perspective. This is fine and good as long as you realize that Superman is different from you, and he needs to be allowed to act realistically and appropriately. He needs to be able to struggle and succeed. The problem arises when you are unable to approach roleplaying from an objective point of view and allow characters to act in a realistic manner according to their own situations. You cannot manipulate stories that you are supposed to be sharing with other people so you can get instant gratification. It's rude, and it will cause other players to react unfavorably. 4) Do not think that your character doesn't have to face consequences for his/her actions. This ties into just about everything . . . Your character cannot be perfect and immune to all consequences. If your character does something to offend another or cause problems for others, it is most likely that your character will encounter repercussions, and you will be making a massive mistake if you try to avoid them. If your character starts a rebellion against a just government, attacks the most heavily guarded city in a country, kidnaps a princess, escapes from jail, then attacks an otherwise important and powerful political figure, you must understand that he/she has to pay for his/her offenses. There is no way you are going to get away with playing the "you're treating me unfairly by allowing my character to be confronted by an army of angry persons who know how to use a weapon". . . especially after you were allowed to get away with the previously-mentioned, impossible string of events to begin with. Roleplaying is all about the ripple effects of every character's actions. If you embrace that, you'll find that a lot of cool twists and turns come your way. It's exciting! 5) Do not ignore all elements of realism simply because you are writing fiction. Even fiction has rules. Roleplayers aren't expected to be rocket scientists, but you are, for example, expected to look up electrocution on Wikipedia briefly to find out how easily or not-so-easily your electrokinetic could kill a man under specific circumstances. You will not suddenly get to give your character a pocket watch in the Earth-year 1123BC and get away with it simply because you failed to acquire a basic understanding of the setting. You must put in a small bit of effort to educate yourself on what it is you're dealing with. You may make a mistake from time to time, but that doesn't mean your character can wear a tank top to church in the Middle Ages without consequences. 6) Do not use "it's magic" as an excuse for everything. Although magic is, by definition, an often unintelligible concept which cannot be explained purely by science, the way in which magic is utilized is often impacted by a variety of scientific factors. A 5-year-old character probably can't reduce a master mage of 54 years to a pile of sludge with the snap of a finger, and most mages/witches/wizards probably can't crush the planet with the blink of an eye. You must adhere to the rules of each individual magic system you encounter, and you cannot use magic to escape all of the rules of realism. 7) Do not be passive-aggressive or demonize others to get attention. The rules of basic human interaction apply online in the roleplaying community. If you want something from another player, simply make your intentions and desires known. Do not try to manipulate people and demonize others to get what you want. Be kind and open and respectful. Don't hide behind the anonymity of the internet and drop hints that may or may not be malicious. People will most likely be willing to help you out or work with you as long as you treat them like people who have feelings and priorities of their own. If you're uncertain about something, be willing to ask questions instead of trying to get others to simply offer the answers on their own. 8) Do remember that roleplaying is a hobby. People do not want roleplaying to become a chore. They will nurse their sick grandmother before coming online to post for you. Sometimes people have to work or attend classes. Sometimes they cannot post immediately after you have posted. No one likes to be hounded about making replies to threads. No one wants to be forced to write when they cannot or don't feel up to it. A kindly-worded reminder may be appropriate in some situations, but do not expect people to make you the center of their worlds. Allow people to have fun and don't become so strict that people feel they have no freedom to enjoy themselves. 9) Do take your roleplaying experience into your own hands and make an effort to produce your own entertainment. You cannot rely on other people to steer you toward threading opportunities all the time. You cannot expect administrators to hold your hand forever and make everything happen for you. Incredible, inspiring plots will not fall from the sky directly into your lap. You have to actively seek opportunities in order to make the most of your roleplaying experience. Join open threads, offer your characters to plots that will help others, provide plotting ideas of your own, create open threads . . . communicate with your fellow roleplayers. Don't just sit back and wait for everyone to flock to you. 10) Most importantly, remember that roleplaying is a method of cooperative storytelling- a team effort. Roleplaying isn't all about you and your plans. In order to find success in the roleplaying community, you will have to experience some give and take. You need not to expect that everyone will conform to your needs while you offer nothing in return. You need to get involved in what other people are doing and engage in mutually-beneficial threads and plot lines. Only then will you experience the best that roleplaying has to offer. Only then will people take an interest in truly helping you enjoy a fantastic story and develop your writing skills to your full potential. Edited by Saint, 04/05/2014 - 05:20 pm.
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