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Will a tickling RPG still attract interest?

cassandra1

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I remember my first time here, I suggested a tickling RPG that would take place on a forum of its own. Players signed up, created their characters and roleplayed in a medieval setting. For a while, the idea soared as we received a large number of new players. Even though things slowed down after a long while, the players participated regularly and we all had a blast. 😀

Now, I am aware that there is currently a RP going on right now but it is not going anywhere. Attempts to revive it only moved it forward a few posts before it died again. The RP that came before it, which had a similar setting, faded off suddenly as well. In contrast, Tales of Aygomenia (the RP I am referring to in the above paragraph) lasted much longer, but that was years ago.

Obviously I'm not demanding that everyone should join the current RP when they don't want to. My point is, do tickling RPGs interest anyone here anymore? Will the idea catch on as wonderfully as it did the first time we had one?
 
the game isnt dead, people simply have things to do. a slow pace, provided that the posts are of decent length, will probably lead to a more stable game. if you require instantaneous gratification, theres always the chat room and other such media for a live game.
i'd appreciate you not shitting all over my work, of which you were involved for about 2 days; and if you must, please be more gracious about it.
 
Relent you did put a lot of good work into the game but it's not the way to attract people. And you know better then anyone we need players for it to stay alive.
Yes RP is not dead, but it's kind of asleep now. Few new people would be a very welcomed addition. So if anyone is interested just join in.

I believe that there is a place for a good PR here. I write on a much, much smaller, polish speaking forum too. At the moment we have four working games there, half of which is over 1000 posts in and ten games already finished. So I don't see a reason for it not to work here. 🙂
 
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I'm working on something that's SORT OF a tickling RPG, and will be revealed this coming weekend unless circumstances prevent it.
 
i'd appreciate you not shitting all over my work, of which you were involved for about 2 days; and if you must, please be more gracious about it.

:huh I wasn't shitting over your work. Whether you want to use "asleep" or "dead" when describing a RP, both refer to the same condition. And I was in it for only 2 days because I realised that having just one more person would not solve the problem, that being a lack of players who can post regularly. It didn't matter whether I stayed for 2 days or for the RP's entire duration, the problem would not solve itself.

Which brings me back to the original point for this thread, although from the replies it looks like there is still some interest in roleplaying.
 
As far as my own perspective goes, yes, I for one would be incredibly interested in an ongoing RP. But I'll be honest, the draw would be fantasy fulfillment. That'd mean the RP would have to have a setting that really puts me in the mood and have players who're going to have fun and aren't afraid to be ruthless. In my experience the thing that leads an RP into that downward spiral is a cast full of people waiting for the momentum to come from someone else.
 
The story can present opportunities to do things other than tickling, while waiting for the ler to show up. Once in a while, particularly in the early parts of a RP, something happens that is so cool everyone wants a piece of the action. Personally I believe the GM should be the one who creates these events, though the GM is not necessarily the ler who targets the lees.

Bella, what kind of setting will put you in the mood?
 
Odd as it may sound, the settings that do the most for me are ones that have an element of danger to them. They're the sort of things that just do not happen in reality. I suppose it's because online I'm looking to indulge in the impossible fantasies I've got. If I wanted something "real" I'd just grab the boyfriend and get to it. So high adventure stuff, like sword & sorcery settings or stuff that feels like Conan, 1930s Indiana Jones-style adventures, even 60s spy settings will do it for me. Those sorts of things also make it a lot easier to provide, as you suggested, something to do when there's nothing kinky going on. There's a story with a goal to work towards besides the fetish that fuels it.
 
That is the appeal of roleplaying after all, the ability to do things we cannot do in real life. I guess that's why RPs set in modern times are so rare unless they are spiced up with something sci-fi or magical. I pretty much have the same preferences and I don't like tickling RPs that are all about tickling, with little room for anything else. The nature of the tickling is also important in a RP as sadism and cruel torture are more intriguing than friendly, gentle tickles. Does anyone else share these opinions?
 
I absolutely share them, especially your opinion that a good, cruel tickling has more appeal than the friendly, playful stuff. Again, it goes back to what's easily available in reality vs indulging in fantasy. But that seems to be something absent from RPs since the vast majority of players will always opt to be "on the same side." There are no antagonists even among the "lers" that join.
 
Really in my opinion, it seems there's not many people who're willing to be Antagonists, being a decent one is hard, and from what I can tell some people are fairly scared of playing one, out of fear that they'll be judged by what their character does.
I RP pretty frequently on forums, i'm not exactly an expert per se, but that's what most people I talk to say when I bring up antagonistic characters.
 
I'm not a fan of really sadistic tickling even in the RP. It just doesn't appeal me that much.

As to antagonist making a player one can be really problematic. Level of cooperation with the GM needed for the character can be simply astonishing. Antagonist is someone who makes the plot going, creates a challenge for the protagonist and as such is a key figure for what's going on. Usually it will be only one person against many characters. He will usually lack knowledge, cunning, and time to do he's job properly. On the other hand if he will have enough power to win either way he will often crush protagonists without much hesitation, knowing it can be the only chance.
That's why most of the time GM's are just making such character their own.
 
Agreed, an NPC villain is often a better choice, as it'll correspond to how the GM wants the plot to run, and over all it's much cleaner to have the GM run an Antagonist.
 
I'm down for pretty much anything as long as I'm the villain.
 
In addition, the person playing the antagonist must be careful not to overdo the evilness. It's easy to get carried away after you create a character who is meant to be the ultimate evil doer in a RP starring mostly good guys/girls, taking the sadism to new levels in order to establish that evilness, and that might make the other players a tad uncomfortable. It's just like what sevenduster said, roleplayers are nervous about playing a character who is too much of a jerk because it will make that player seem like a jerk as well. On the other hand, some roleplayers prefer dark and gloomy RPs just like how some tickling fetishists prefer watching tickling videos where the lee starts crying and peeing.

I'm down for pretty much anything as long as I'm the villain.

Your avatar is more or less a dead giveaway. 🙂
 
So out of curiosity, and it is genuine curiosity at this point, if the GM is supposed to
a) run the story
b) be the antagonist
c) carry the narrative
and d) incite any and all interaction between players....
What exactly are the other characters even there for? Why would any player--in this case the GM--bother maintaining a game in which he/she is the only contributor?
 
No, I think it's entirely possible and actually preferable to have a couple of non-GM players actually playing antagonists. Ideally it wouldn't be one person against an entire cast of "heroes," but instead there'd be a cast of villains: the mastermind, the loyal enforcer, the spy. The list goes on.

Also forum-based RP has the added benefit of being more like cooperative story telling. Everyone has the ability to propel the story forward some rather than simply reacting to what happened before them. But that falls under the issue of just knowing how to write and being willing to actually interact with other characters.

Is it easier if the GM is one of the antagonists? Oh, probably. Conflict is what drives a story, it's central to there being something to get invested in, and a GM is unique situated to direct that conflict. But if a decent player can be found to take a villainous role then they could just as easily keep things moving.
 
^I can agree with that sentiment, but the GM role that I composited from the previous posts sort of stacked him as the driving force of a game, rather than its janitor. A GM I feel is the person who keeps the story lines coherent, while also throwing a few twists and turns in to keep everyone on their toes. As far as an antagonist goes, I think a GM would benefit most from being able to react to someone else's actions rather than pulling his own finger. If a conflict presents itself, then someone has to perpetuate it (the antagonist) and someone has to make sure that the balance of power stays reasonably distributed among the characters (the GM). But perpetuating a conflict, and monitoring the game in its entirety leaves the GM very little time to actually play. And what it comes back to is that if there is only one person doing all that work, and conceivably one other person to antagonize him, what are all the other characters doing if they aren't meant to be entirely reactionary?

There's nothing easy about a GM being "God" and "Satan" in the same game. In fact, its actually sort of boring, as well as strenuous.
***
To recap--
An rp of any kind should never be one person writing a story while countless others watch.
 
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"So out of curiosity, and it is genuine curiosity at this point, if the GM is supposed to
a) run the story
b) be the antagonist"
Well it's more or less the same. Why? Because in literature definition of the antagonist is not a bad guy, just someone who brings the change to protagonist life. And that change with reaction to it IS a story. Nearly every story ever created. And yes protagonist is reactionary character by it's nature. But still as important. You don't have the story without the conflict, it just doesn't exist. Antagonist doesn't have to be a person in that matter, it can be a force of nature.
The story itself is a struggle. What side that brought the conflict, and side that deals with it. Rest is more or less decoration.
It works in every storytelling really.
Funny thing, in day 4, until now, Marcy is the antagonist. Of course in the scientific sense, not one we use day to day.

"c) carry the narrative"
It goes from what you have above, adding narration.

"and d) incite any and all interaction between players...."
No, that's not GM's real work. What you wrote is part of completely other role. Meaning reacting when something doesn't work. In this example for some reason characters didn't interact with each other, had no reason too. Meaning there was no story yet. Nothing changing the life of protagonists making them to move.
You could say that they should because a good character has it's own ambitions, plans. Even if it was true, when it's really not such plans doesn't really concern the game most of the time. Simply because player creating the character doesn't really know the game that well before he starts playing it. So even doing something the plan may be very easy to achieve, after a second post, or simply impossible with the state of the game. Such plans does not consider other characters, because they are rarely known before the game with enough detail.

"What exactly are the other characters even there for? Why would any player--in this case the GM--bother maintaining a game in which he/she is the only contributor?"
The story needs two sides. The characters here are the protagonists and as such are essential.

There are two ways of running the game really. Translating from polish rail road, and sandbox (I'm not sure if that's exactly how their named in English).
In first you have mainly a story to tell. You create mainly what will happen. The place isn't that important, needed mainly as background for the story. It doesn't have to be bigger than player eye can see. Here the challenge for the GM is keeping the character the centre of the story, and making his actions matter. In cRPG it would be Planscape Torment, or Mass Effect.
The second is mainly a place to be explored. Players just create characters, and discover toys laying around by themselves. Here hard part is making it move. There are two ways for that. Making toys interesting, thanks to which characters start having their plans about it, and in the end creating conflict with other players over them. In cRPG it would be Skyrim, or Follout.
Both rarely exist in pure form. Their just extremes on the scale.
Funny thing about the sandbox is that well done doesn't need the GM at all. True it's hard I saw it works twice in my 15 years of playing and running the games. And in second, where I was GMing I still needed to react once or twice.

"GM very little time to actually play."
Yes, because GM is not a player. Those are different roles.
In so called "new wave" of RPG it's a common theme to distribute GM role among all the player's, but then main part is clearly saying who gets the last word in what.

"there is only one person doing all that work"
Well GMing is a different kind of fun. It's like two hobbies one is creating beautiful wooden figurines, and second is playing with them. Both are valid, and entertaining, just for the different reasons.
First gives you satisfaction of creating, fun of endless possibilities. Second is restricted in what you have, simple, but still fun.

"There's nothing easy about a GM being "God" and "Satan" in the same game. In fact, its actually sort of boring, as well as strenuous."
Well seeing as God is all mighty power that created everything, and Satan is one of his henchman that just mixing thing up a bit then well it's just nice way too illustrate what running a rail road is all about. And well it can be easy. Although I know few GMs, that doesn't find themselves in this style.
I'm personally more in the middle. For me those styles are tools used whether I have a story I want for player's to experience, or just incredible place I want them to dig into.

"An rp of any kind should never be one person writing a story while countless others watch."
That's for sure. Story must always take into consideration the direction that character is pushing it. No matter the style. And it needs a good reason to go in the other. Or it will be irritating and boring for the player.
 
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^From what I can understand of your post, you have an entirely different view of what a game is supposed to be.
A GM isn't there for your amusement. He's trying to play the game the same as anyone else, but he also is tasked with establishing, maintaining and progressing the story itself. Any character can hatch a subplot if they feel like it, but its the GMs duty to make them flow together. Hence, the interaction, and the need to actually use a character rather than overseeing. If a game is more work than play, for any player even the GM, then what use is their in sticking around?

Wooden figurines? An RP shouldn't be one person playing with toys; if anything it should be several people moving things around a board, one of whom happens to know the specific rules and inter-workings of the game itself. It's not meant to be one person with absolute control of everything. How is that even a game?
 
"A GM isn't there for your amusement."
Remember I'm mainly a GM. And I'm writing from GM perspective now.

"He's trying to play the game the same as anyone else"
No, he is telling a story more then participating in it in rail road, and helping it flow in sandbox.
I'm highlighting the difference because running the game in those styles does not have that much in common.

"but he also is tasked with establishing, maintaining and progressing the story itself."
Not also, mainly. Establishing and maintaining in both. Progressing only in rail road.

"If a game is more work than play, for any player even the GM, then what use is their in sticking around?"
And why do you create a novel, painting, any work of culture? Why did Kafka write? He didn't get money for that.
No easy answer there, every creator will give you a bit different one. For me because the act of creating it is pleasant in itself. Sometimes even more pleasant than reading, or watching it.
RPG is a medium you create in. And it abbeys the same rules.

"Wooden figurines?"
Just an example for creating just for a joy of creation.

"An RP shouldn't be one person playing with toys; if anything it should be several people moving things around a board"
Yes that's why you have few players for one GM (most of the time, there are exceptions).

"one of whom happens to know the specific rules and inter-workings of the game itself. It's not meant to be one person with absolute control of everything. How is that even a game?"
Here you understood me wrong. Because you do not know what the player will do. You have a whole world to react on what he did. And as he is a central character for the story (or at least he should be) there are many strings he is puling with every move.
I happened to run the same scenarios many times with just different people and every time I ended with different results because actions of the heroes changed.

Why do I think that GM playing a character like every other player is a bad idea most of the time? (I'm not saying that always).
Because as a GM you have more or less endless power. You're not even a god, because in settings that gods exist you command gods. And it is something easy to abuse. You commit, invest some emotion in you're own character. And if not then why do you have it in the first place? You have so many NPCs either way they are characters you play? Just normal people in this world.
When you have such a character there is just one step to making the story all about you, because you care about you're character more then about others (of course you do it's yours) you give it more spotlight becoming protagonist. In rail road already being an antagonist. Then why do you need other players. You're character can talk with NPCs, and win the challenges. Nothing stopping you, GM have a final word.
And even if you don't make you're character the central one still you have so much power it's not fair. Having you're own, privet character you stop being a side-less judge. Which is an important role of the GM.
You don't have to make those mistakes but it's incredibly easy, I've seen that many times. It even have it own name in the RPG world (again translating from polish, but I'm sure it has it's name in english too) "favourite NPC of the GM". And it's rightfully hated by the Players, because the game stops being about the story, or settings, but about how awesome the GMs character is and the rest is just there to witness it's glory. And that's simply boring. People like to hear how their characters are awesome (a root of the problem in the beginning).

EDITED: It's complex issue so I had to work on this post a little more.
 
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Dude....you're nothing remotely like a GM in the present game...{XD
The GM isn't a position you just "assume"; that's a titular role.

**Edit:
To specify, Carnivore and I are the GMs of the present roleplaying game. I sort of slouched into that role only recently because our other designated GM never showed up, but for future reference, the GM is more often than not the architect of game you're playing, or is playing some involved role in the game's construction prior to even the role sheets being posted.
 
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"Dude....you're nothing remotely like a GM in the present game...{XD
The GM isn't a position you just "assume"; that's a titular role."
Well I've been GMing for most of my life and I am talking about a general rules of running the game from this perspective. My position in the game on this forum isn't that important, because I wasn't writing about the game itself. I won't tell you how to run you're game because honestly there is no perfect way. Not so many sure right and wrongs even. But I can tell you about mistakes you should watch out for because many people make them.
And saying I'm not a GM here is like telling guy with PhD in medicine and twenty years of experience in the field he is not a doctor because twenty minutes earlier he was a patient cured from a different sickness.
 
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