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March 2010: Global Events PDF Print E-mail
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Written by SLWatson   
Monday, 01 March 2010

Global Events and You!

Welcome to the world of Freeform Roleplay.  Today, our discussion topic is (drumroll please!): Global events!

A global event, basically, is a storyline that can affect a broad range of characters who are not necessarily directly connected.  Usually, this takes the form of some sort of disaster storyline.  On role-playing comms on social networking sites, these are often considered to be mandatory participation events, though in reality, there are always players who choose not to get involved.  In the free form realm, be it on RDI or one of the sites involved with it, a global event is usually sparked off by a playable about it.

If you think you've never participated in a global event, you might be thinking too large. Even a site-wide party, like Rekah's recent Valentine's Day dance, can be considered a global event given the sheer number of characters who were there, or who heard about it, discussed it or otherwise.  Such events are global, as they are all inclusive.

The global events we'll be talking about today, though, are the ones more akin to the zombie invasion back in 2007. For new players, what essentially happened was Keaton posted a playable about a ship coming in with a crew infested by zombies, and thanks to mass participation, it became a very global event in relatively short order.

Not all attempted global events are so successful, so let's take a breakdown look at why this particular one was.

Point the First: Everyone knows what the threat is.

This is a very big point.  Everyone knows what a zombie is, and therefore, everyone knows how it works.  It doesn't require a good deal of planning or explanation, so players can choose right off the bat whether or not they want to get involved.  Be they risen dead, viral or even mystical, zombies are an immediately recognizable threat and nearly everyone behind the character knows how to deal with that threat.

Point the Second: Everyone can fight against the threat (or not) because it's visible.

Part of what makes disease or natural disaster storylines so difficult is that often the threat isn't fight-able.  Talented weather mages or elementals can do something about weather-disasters, but most of the population can't.  Diseases can be fought, but usually only by those with the medical know-how.  Zombies, on the other hand?  Everyone can wield a cricket bat, machete, lightsaber, firearm, magic or dead cat and get in on that.

Point the Third: The threat can be ended.

Another major thing that helped with Keaton's playable going so viral -- to use a not-so-clever turn of phrase -- was that there was a clear ending in sight: Kill all the zombies, rebuild or secure the city.  Long-running storylines, naturally, are something that is a very common feature in FFRP, within groups or for individuals.  But for a global event, something with a clear and concise ending seems to make a big difference in how well that storyline takes off.

Given that the threat can be ended, then, those who choose not to get involved can find a way to avoid it, either by temporarily sending their characters on vacation, or having them hole up, or otherwise having them decide they just don't want to go be heroes.

Now, those who do remember this event remember that there was also some wank about it.  For those who don't like global events, or who are worried about their FFRP rights being trampled on by someone running a storyline like this:

First:  Nothing in the handbook says you have to acknowledge that it's going on, but likewise, telling others that they are not allowed to participate in the storyline if they want to play with you isn't right, either.  Choosing not to participate in a storyline is entirely up to you -- choosing for others is not.

Second: If you don't like the storyline, wanking at those who do is tacky.  Just don't.  A good global event is short-lived, and there are any number of creative ways for you to exclude your characters from it.  Wanking that it's taking too long, or that you don't like it, or that you ZOMG hate the people involved is silly, and it makes those doing the whining look like entitlement brats.

Third:  I shouldn't need to say this, but attacking whomever sparked it off is silly.  Don't do it.  Disagreeing with a storyline, or a global event, does not give you the right to attack another player.  Ever.


Having now looked at what makes a global event successful, here are some final thoughts on it:

Global events are good for the community.  They allow people to meet those they might not otherwise.  They test a character's mettle, in some way or another, and allow for scenes that you wouldn't get to have in the normal course.  They bring a community together to fight off the threat.  And finally, they're fun.  They're a whole lot of fun.

When you're planning to create a global event, keep in mind the above points about what makes one successful.  If you want the best participation, think about those points: Something people can recognize, fight and end.  Also keep in mind that some people might not like it -- so long as they don't turn into flaming prats, they don't have to participate.  If you're lucky, though, most people will want to.

A good global event can be some of the most entertaining gaming there is.  So, next time you have a good idea for one, think about whether it meets the criteria, and then take the plunge.  You might just spark off some brilliant play.

-- Steff Watson
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