OK, hold onto your butts cause my reply is probably going to be pretty long. Anyone that thinks itâs only 1 or 2 things, or a combination of those 2 things, is frankly and idiot; itâs an amalgamation of all the things Adam Koebel stated, and more. Hereâs what, in my opinion, the breakdown of each of the factors that make a RollPlay show great and what, I think, their âweightâ holds:
System (1%) - Ok, this one is kind of a no-brainer, without a game system there is no show, but the game system ISNâT really all that important in making a RollPlay show great. The system just sets forth the rules in which the players (and the GM for that matter) are allowed to interact within the confines of the game. Want to break down that door? Ok, but to do so youâll need to have X strength and roll a Y on a Z die. Sometimes the system states that you need specific class skills or traits in order to do some things, in an effect to make it so that every player CANâT just do whatever comes to their mind; which is fine, cause playing with friends is nice. In the end though, the system just defines the rule set and thatâs it; itâs like water, you can shape it to your needs and/or do without some of it (which is fine for the most part). I believe that for the most part, people donât care WHICH system is being played, it just a matter of people getting used to the ruleset is all (the biggest change weâve seen yet is RollPlay: Balance of Power, and thatâs mainly just because of the different dice being used is all.)
DM/GM and Setting (50%) - Now we come to the REAL meat of the show. I put these 2 things together because RollPlay shows havenât ever (to my knowledge) used pre-made game modules before so the DM/GM builds the setting, while also creating the foundations of the showâs story. I can already hear peopleâs responses now, and YES, the players ALSO contribute to the story and YES, their actions can/do affect the setting; but hereâs my response to all of those people - the players can only knock down what the DM/GM has already setup and placed in front of them to begin with. This puts A LOT of burden onto the shoulders of the DM/GM. Not only do they have to come up with the world that the players are going to interact with, but theyâve also got to come up with all the eventual answers and tools that the players are going to inevitably ask and use (or in JPâs case: break). Weather these are in the form of simply things the DM/GM tells the players, or through the NPCâs they create, it falls upon the DM/GM to have at all times on hand. But donât let that discourage you people from trying to become a DM/GM.
My opinion on DMing/GMing for the first time and some examples of DMing/GMing gone wrong PLEASE NOTE: the DM/GM examples I give ARE NOT being used as insults to the respective people, nor am I bashing said peopleâs ability to DM/GM either; I AM, however, trying to point out key things that DMs/GMs tend to run the risk of becoming problems. I DO, however, always suggest to people that are new to DMing/GMing to start out running at least 1 pre-made module (if not 2) for your first game in order to get a handle on it; all you have to do is look at JPâs DMing of RollPlay: Ehbon to know why (sorry for throwing you under the bus JP, but I DO hope youâll try DMing again some time in a future show). For those hat never watched it JP made one of the classic new DM/GM mistakes, for which there are many, by trying to come up with a brand new ruleset without having ever DMed/GMed at all before. Heâs not the first, nor will be the last, to suffer from this but will hopefully learn from this experience and improve upon his DM/GM skill set for future games. Iâm also going to throw Neal under the bus while Iâm at it, as an example of someone thatâs DMed/GMed for groups before, but still has some problems. The following may seem to some as though Iâm berating Neal, Iâm not. The only reason why Iâm as harsh with Neal as Iâm about to seem, is because I was once SO LIKE Neal, and fell into the same trappings. Though it may not seem like it, Iâm berating myself for how I ran past game before that Neal, unfortunately also, ran aground upon, and that more people will be WAY more familiar with, given that Nealâs games were captured for all eyes to see 1. His mapping was WAY too ambitious. It was WAY larger than what the game needed, with many places never being visited by the players, nor were they all fleshed out as they needed to be had the players even visited them, which leads to 2. The Directionless / Open World Conundrum. With large maps, and no clear set goal, or sense of urgency to get a goal done quickly, in the playersâ minds, the players will just do fuck all and stall a game. We saw this with Geoff a lot (and I do mean A LOTâŚSorry Geoff) - with hanging around town for a month to get some full platemail fitted, or journeying to multiple towns in order to sell looted armor, etc. 3. Is what I call âLoot Whores R Us.â He gave the players WAY TOO MANY magical (and WAY TOO OP in some cases) items. Whenever a player brought in a new character, they always seemed to have at least 1 magical item that they started out with. The problem with this rampant amount of OP magical items is that it makes encounters WAY to simple for players to overcome; which in turn will usually, after a few games of being too OP, players tends to end game groups because thereâs no longer a challenge for them, or the DM/GM has to throw a large amount of monsters that are typically supposed to be WAY over the playerâs level to even thing about taking on in the first place 4. Neal suffered from what is undoubtedly a DM/GM archetype that some DMs/GMs get too into the mindset of: The TPK GM mindset - him vs the players, thatâs it. And it wasnât a problem made by, or because of, the ruleset (2nd Edition, which is what I originally cut my teeth wit back in 91â when I first got introduced to AD&D.) Itâs just one of the types of mindsets that people have when they DM/GM a game, and usually players tend to end game groups because of this type of mindset.
Cast (30%) - The people that are part of the group is important, but even more so is the group dynamic - how well the group of players get along with each other and the teamwork that they impart upon the group. How much effort a cast member has put into crafting their characters is also important; from just how they think the character looks to the characterâs backstory. If the players donât look like theyâre having fun, or donât seem to be working together towards the common goal, then the audience isnât going to be having as much fun watching the show. Resting grump/bitch face aside, if the cast composition isnât right, then we donât get to see the great acts of teamwork as weâd like to see. For example, look at RollPlay: Balance of Power. AGAIN, Iâm not shitting on ANYONE here, Iâm just giving examples of what I thought of each of the groups interactions and dynamics. These are just examples for future players, both on the show and part of the audience The reason why the vast majority of people liked Team Empire more than Team Rebel, is because of the player dynamic and interaction that Team Empire had that Team Rebel seemed to be lacking. With Team Empire, you had Jesse would would whip the other cast members up, and pull them into crazy situations, that allowed the cast members to come out of their shells and be so care-free. The group fed off one another and thus the group dynamic was so great. With Team Rebel: you had Zeke trying to feed back and forth with Anne (but the 2 didnât really work together well off enough / didnât play into enough), Cohh being the absent minded leader (which to his credit, he corrected later on in the show), and Kaitlyn just off doing her own thing (I get it, she was playing a rouge/loner character; but unfortunately that just doesnât work well with a group dynamic is all). Yes, Team Rebel got better after a few episodes, but their group dynamic isnât as great or as interwoven as Team Empire. Weather itâs gags, gimmicks, goofs, or just good old fashion teamwork; casting holds it role.
Epic Moments (14%) - These are the times when crits, both successes AND fails, get rolled. These are the times when players just go off the walls and do crazy things that nobody expected. This is when rolling dice stop being polite and start becoming epic. Weâve seen some crazy things happen on RollPlay; from breaking your enchanted bow to gaining a personal cloaking emitter, from saving a teammate about to die to dying in one turn without anything that the players could do. This is the âIt Factorâ that drives people to keep watching, because with just one roll of the dice, everything can change. You canât plan for these, but without them, any show would just seem dull.
Community/Chat Involvement (5%) - Weather itâs taking names and/or ideas that the people watching type in chat or on a forum, drawing inspiration from the community bring those watching into the game by creating something that the group playing interact along side with. Love us or hate us; chat has both saved and damned players because of our fact checking/rule-lawyering/doing the math calculations for the steam. Personally, I donât think weâre being utilized as much as we could be doing for the shows and can become a bigger tool for the show. Weather itâs from creating map layouts and dungeons layouts to having a team of fact checkers sitting on stand by in a Discord channel, the community can be doing so much more for the shows. One of the biggest drawbacks for most people DMing/DMing is just creating the physical representations of their world; and luckily many of us have prior experience and tools at hand that we can help out with some of this. Iâve ALWAYS hated it when DMs/GMs donât use layouts for things like battles or dungeons, all the while saying theyâd ârather have the players visualize it in their own heads instead.â That just fucking being a lazy DM/GM. You donât need elaborate dioramas, or fully colored large print layouts with die cast figurines to play a tabletop RPG; hell, most of the time I played weâd just use grid paper, with the DM/GM drawing out what was around as we explored some diabolical dungeon. But since Roll20 HAS the built in ability to add pre-made layout creations, why not has some sub-forum on here that people can post their creations, or having a DM/GM make a post with a list of features that they want and then letting people submit their rendition of it that then gets used, or hell even just rough grid paper layouts that either the DM/GM can then make into a real full layout that the players then play on. As for the Discord thing, I think itâs a good idea for the DM/GM to have a group of community members that can then be on hand to look up rules, do calculations, or (dare I say) correct the DM/GM because of a mistake. This, of course, is the hardest thing to do, because the DM/GM would need to make sure that the people that are a part of this group know what theyâre talking about and not just saying stupid shit (thatâs already going to be said in showâs chat anyways.) And no, this isnât me begging to be a part of it if it does come to happen. I would say that the Mods should be a part of said group, but they (the mods that is) are there to mod the channel, and shouldnât be expected to learn each gameâs system and ruleset. This group of people would also probably need to be changed often because of different game systems; someone that knows a shit ton about X isnât going to know how game Yâs ruleset, unless theyâve played it before (or they mightâve played it before but not enough to have gained the same amount of experience as other games.) In the end though, even if itâs not as broad as having a spot for rule-laywering or looking stuff up for the DM/GM, I do think itâs a good idea to have a group of people on hand that the DM/GM can look towards to make sure the math is done right, rather than to rely on chat spam. Iâm hoping that since JP has created this forum that the community can give itsâ input more into the shows creation rather than just seen as a bunch of potential viewers. And if we ARE to be utilized through the forum, please donât just post a general call to arms for people, and instead give us some direction. You want layout makers? Fine, give a list of the parameters you want it to include and then let US decide how it looks or how itâs layout is.
Hereâs an example of what Iâm talking about:
Size: No larger than X / and/or / No smaller than X / and/or / X number of rooms / and/or / X number of rooms that are Y size
Theme: (i.e. is this some stone built dungeon, or some mad mageâs tower, or some demonic temple, etc)
Traps: None / or / X number / and/or / this trap, this trap, and this trap, but not this trap / and/or / X number of any of these traps
Features to include: Fire Pit in the center of the main room
What youâre going to get back from people, like I said before, is either a mix of grid paper style rough layouts (which may be all the DM/GM needs or wants), fully colored maps with intricate details, or even simply nothing at all. And look, even as cheesy as the Kappa Kastle or the itmejpfist dungeon might seem, itâs still something that Iâm sure that both the players group as well as the community are going to enjoy interacting with, I believe.
TL;DR - System (1%), DM/GM and Setting (50%), Cast (30%), Epic Moments (14%), Community/Chat Involvement (5%)