ok i finished taking a shit
in essence the most you will need for an enjoyable roleplaying system is the most barebones of elements:
- a medium to roleplay in, be it tabletop, textRP, a sandbox video game like Garry's Mod or a modded roleplaying game like a World of Warcraft private server
- a convincing backstory
- interactive, enabling events (things like player agency are something incredibly rewarding, as they can change the entire course of an event series)
- a means to control, place or emulate individuals, enemies or setpieces (e.g. prop building, a means to control NPCs)
i'm going to be drawing a lot of analogies to wow in this post (as per usual when I'm talking about roleplaying) since it's a medium i've enjoyed for a near decade and also DM'd/hosted in quite actively
currently, i'm running an event series (i'll be calling them that, rather than campaigns, because of their very infrequent hosting schedule) involving in the most basic and understandable terms a once powerful being looking for something that is his; in the process, he begins dealing with local creatures on an alien planet, even though they intrinsically oppose his inborn duties
one such thing is a demonic entity called Goronoth, revered by a pack of mutated orcs as their god. Goronoth serves as an idle questgiver between events and is a major character in this series. The first true chapter (after the prologue) focused primarily around aiding
him, as he allegedly had information about what the host-character was looking for. The leader of the devoted orcs, however, wanted a specific piece of Goronoth's repurposed body, which was the focus of much dark magic he assured would rejuvenate the orc people.
In a core event, the group of players ventured into a cave, finding out that a part of Goronoth's physical body was quite literally ripped out of him and repurposed into a font of dark magic, effectively imprisoning a part of him. Encountered by various demons, they dispatch them, freeing a few enslaved creatures in the process. One of them drops their weapon and simply states "I have nothing to fight for; banish me to my plane so I can take the battle to them."
They had two options in this scenario, one I haven't even considered: Kill or banish the demon, returning it to its origin plane, or convince it to fight
for them, without enslaving it.
The group recruited its first (and potentially only) demonic character, made an NPC in the events, into their fold.
After a minor boss battle, they finally encounter the font of dark magic: A massive s pine and ribcage, physically chained to the walls of the cave. It twists and convulses as though in agony, while green glowing magic flickers around within it.
The group had another set of options. They could trust the Orc, take the magical focus and leave Goronoth imprisoned, or gamble with his trust a nd free part of him — knowing that it'd bring them one step closer to freeing something Orcs revered as a
deity.
The group freed Goronoth's body, and was greeted with a satisfied 'Good' booming in their mind as part of a proverbial god's power was returned.
The event ended with the Orc-cult leader being killed by order of Goronoth, who, thanks to part of his strength restored, could now bellow across the land.
I've digressed heavily here, but this all has a point.
This event alone was received with praise from all of the people involved. Player agency is something incredibly valuable, especially when done right, and a setting like FTRP, if done in a similar fashion, will tremendously benefit from it.
Idle RP can be inserted in measured amounts if not freely on the server as well, provided you remember that inconveniencing some players because of the mindset of others is something that should be avoided. I'm talking about killing people. I personally believe, while there
is a certain sense of urgency when it comes to enabling permanent deaths in events or campaigns, doing so frivolously and in events that won't benefit from that sort of (melo)drama will only inconvenience people who have invested a lot of time building their character.
Of course, real life works in a similar way: Any day you could simply trip, fall and die. Settings like FTRP, however, aren't real life, even if they aim to be realistic. I could play the realism card in a campaign on World of Warcraft as well, and likely be given utmost disappointment when one of the characters in the campaign suddenly drops dead because he didn't roll high enough and was shot in the chest by a lead pellet.
Arma 3 is a better example in these kinds of scenarios: Permanent Death is by technicality a thing when performing
Zeus missions, as you will, upon respawn, be returned to base, rather than respawn with your squad. You would, effectively, be out of commission for the rest of the event (disregarding the fact that you
would come back for the next mission since Arma 3 Zeus missions only involve the lightest amount of roleplaying at best).
If
truly necessary, a system like 'temporary' deaths would be much better; A system where, if a player dies in the event, is out of commission for the duration of it, but was effectively incapacitated canonically. This kind of system would be enabled by default, but could be replaced with ease by a permanent death system in the case of key events, such as sieges, core battles (e.g. boss confrontations) and similar.
Thanks for reading if anyone took the time.