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Big List of Impromptu RP

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Grignag
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Joined: 19 Nov 2007
Posts: 500

PostPosted: Thu Dec 08, 2011 12:29 am Post subject: Big List of Impromptu RP Reply with quote

Been around the block a few times, gotten a few RPVDs (Roleplay Venereal Diseases) and decided to spread the love around. Specifically, a list of ideas that I have seen used and have personally used to drum up RP on the spot with no extra plot additions necessary. These usually start small and balloon as more people get involved and can lead to quite memorable situations.

So here is my Big (probably tiny) List of Impromptu RP.

Two friends, two nations:
Two friends/lovers/bromigos enjoy each others company, get along and are generally of good spirits towards each other. However, they are each from a different nation/guild, which do not like each other at all. Torn between personal loyalties and friendship, the two decide it is time to reconcile their nations. They speak to their respective leaders in an attempt to get peace talks going. The issues of bigotry, past wounds and desires for vengeance must be dealt with if peace can be found. If a player wants they can act as a secretive warmonger who would rather see the simmering relations rage into the fires of war and decide to use the two friends plans to worsen relationships between the nations. Intercepting messages and sending inflammatory responses, engaging in duels with the opposing side, riling the people to their ancient prejudices. Can the two friends (and those who share their dream) overcome these troubles? Or are they destined to stare at each other from across a bloody battlefield?

Pride before the fall:
A respected scion of a nation finds himself humiliated in some fashion (everyday RP can result in this) and finds himself unable to suppress the shame and anger he feels at the insult. As his anger burns he begins to draw others into his plot for revenge. It is no longer enough to merely attack the offender. He must suffer. How far will the respected scion fall before he comes to his senses or someone else sees the bloody road ahead? Will the matter end in peace? Murder? Or perhaps even all out war?

I scratch your back, you scratch mine:
Two (or more) members of differing groups begin to find interest in each other and their resources. However, one doesn't seem to have much to offer the other. But aren't favors such wonderful things? Like credit, you buy now and pay later! Let us simply hope that you got a good interest rate on this loan. From here the plot will branch depending on the disposition of the organization that is doing the initial help. A economic group might seek to use the borrowers as mercenaries or catspaws in their operations. An evil might attempt to use them as weapons or fall guys. Good guys might use the "debt" to leverage the opportunity to teach and instruct their debtors in the enlightened ways of their people.
EDIT: This one pretty much requires that the guild that receives the debt uses it. Just "sitting on it" for a later date completely invalidates its purpose. You might wait a few days or the like while you get an idea, but make use of the initiative and do something with the debt.

Got me a femmie! Howah!:
Fairly straight forward. You take someone of the opposing group in order to inspire terror, get some shinies or force a conflict. Crafters are usually good targets! People love saving crafters. Make sure "negotiations" happen before the fights start though. Don't just use this as a pre-text to instantly start a fight. Work with it a little. If nothing else the rescuers should at least find out why the kidnappers did it. This is usually a technique used by more chaotic groups so the answers will usually be pretty straight forward.

The Witch Hunt:
Someone has taken a dislike to someone elses way of life. Oblivion worshippers, gypsies, technomancy... whatever it is, they see an abomination. And if it can't be wiped out it can at least be suppressed. The core "inquisitor" of the movement seeks to draw others, from across guild boundries and race (unless race is the issue) to join them in their righteous goal of purging the world of this taint. Will you find yourself caught up in the purifying fervor? Or will you support those so heathlessly hunted? And for the hunted? Do you seek shelter? Do you take a stand? And if so, is it in words or will only the grave allow you to silence your pursuers calls?
Think Hand of Humanis, but with a greater variety of issues.


More to come, but throw in your own ideas. Again, these aren't things that require planning and people to "play their parts". It involves small casual situations growing into big ones. Two people igniting a shardwide war. I've seen it done many times and it can happen again.
_________________
Femmies?! HOWAH!

Can't we all just get along? No? Excellent.


Last edited by Grignag on Thu Dec 08, 2011 12:34 am; edited 2 times in total
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Grignag
Sage
Sage


Joined: 19 Nov 2007
Posts: 500

PostPosted: Thu Dec 08, 2011 2:01 am Post subject: Reply with quote

Indeed they did!

A few more.

From whence we came:
A charcter hears something or becomes interested in some aspect of the past. The origins of necromancy. The foundation of the (PC) paladin orders. The Luna War. The Yew Wars. The Moonglow Town Council Hegemony. Whatever it is, their interest is sparked and a hunt for relics and knowledge begins. Scholars and remnants of that era are sought out to teach and instruct. Bonus points if something that should have been left buried gets dug up. A disease perhaps? Or maybe a dangerous idea.

Just one more...:
Possessiveness and addiction is a dangerous aspect for anyone to carry. All the worse when something attempts to take it from you. The item of desire can be a person, an item, a drug, whatever. It is something that one character seeks to get (and possibly use), often at the expense of another. A noble who seeks to possess a member of another guild at any price. A soldier who falls prey to the seductive call of an illicit drug (Azunda's got the BEST selections...), allowing for a dangerous addiction. This allows a character to develop an interesting flaw that others have to deal with as it becomes destructive. This was a favorite with the Orcs as we had to come to terms with the various vagaries and foibles of different Orcs, from chronic femmie-napping to smoking nightshade.

Cultural Revolution:
Sort of the antithesis of the Witch Hunt. It involves taking an idea your character holds and trying to spread it to the world. The RP interaction picks up when your character runs into people or ideas that openly contradict your beliefs. Are they worth sidestepping or do you press on? Do they have the right to their own opinions or are they sadly misguided? Are you compassionate enough to try to teach those misguided fools, even if you must use some less than savory methods to instruct them?
This one allows both for a single character to determine how strongly they feel about a subject and for a wider audience for an idea. Bear in mind that this one can sometimes take awhile to stick as others might not be quick to jump on board your rhetoric. Especially if it sucks. Just sayin'.

It shall not be forgotten:
More of an event that sends "whispers to the future", it is simply creating a project meant to remind people of some key event. This mostly involves letting the project keep a certain idea alive. This could be by creating a shrine room in your house or writing a book and then widely distributing it. The event itself will probably be limited in scope, but it will create RP opportunities for those that come across your work to make use of. Town sigils (made by the EMs) can count, just make sure to have a worthwhile story for it.

The Gentleman's Duel aka There shall be...no...blood?:
There has been an insult or a challenge. Sure we could kill each other, but there are many more ways to prove the worth of a (wo)man. A team boat race. A foot race through Titan Valley. An athletic competition. An impromptu poetry recital judged by your peers. A staring contest. Rolling of dice. Any number of contests to prove skill, speed, intelligence or even luck as signs of a characters prowess.
Also somewhat limited in scope, but can be fun nevertheless. It is mostly designed to give people an alternative to "You said something I don't like. Now one of us must die." While murder is always festive, mixing it up a bit so it doesn't always come down to who has the better items/macros is fun.
_________________
Femmies?! HOWAH!

Can't we all just get along? No? Excellent.
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