Event Handbook A basic guide on running events on GC, whether you are staff or not Events are one of the best things to do when it comes to introducing story to a roleplay setting; Nexus posts are fine and dandy, but the real meat of the matter lies in tangible things that people could actually care about. Events are these things, whether they may be as small as a haunted house event that was done by Krowski and PrivateNomad, or as large as the Undercrypt campaigns run by a whole group of people. It is important to understand that running events is storytelling, allowing interactive experiences that all parties enjoy. It is also important to understand that anyone can introduce roleplay to GC in the form of events, so long as they attempt to do their best to make it memorable. This handbook covers both â€˜plots' and one-time events. Roleplay Medium A medium is, quite simply, where your event is OOCly being held. On GC, this is typically on the server itself or on a Discord channel. Events on the server are typically done on one of the currently existing hubs to add onto its lore and story, but sometimes can also be done on worlds that have been built specifically for the event. The server is the ideal place to run an event, but requires extra steps such as building or having players help you, as well as technical issues. Discord is a good medium to use if the event takes place in a larger setting that you cannot, or do not want to, build. Hook For the purpose of one-time events or plots, the vast majority of its planning and running involves your own skill in roleplay and storytelling. To start off, you need a place to start off, a plot hook that hooks people into your event, AKA gaining the interest of your players. A lot of times on GC, you simply cannot expect your players to go out of their way to figure something out, and sometimes if not all the time you may need to explicitly state if there is to be an event or not. The hook depends primarily on your ability as a writer, to see things that have potential and using them to your example. Maybe someone on some server hub was suddenly murdered by a distant bullet? Perhaps someone has tasked adventurers with locating an object? These are hooks, whether they start an entire plot or simply give a reason for a player to be there. The Substance Bad writers and new RPers, back out now! Ultimately, your ability to roleplay and tell an interactive story for the enjoyment of others will be crucial in the creation, planning, and running of your event. Primarily, it is a matter of paying attention to your event and proper planning before it. Knowing how to be a proper GM is key, and there are plenty of other guides to see on that rabbit hole. Paying attention to the concerns of your player is as crucial as showing them a good story that they can control and take part in, whether it be a small event or a large plotline that affects the entire server. Narrative is an extremely important part of an event, as proper description will set the mood for what you are trying to do, and will gain the interest of the players. You should give your players choices instead of setting them on a single path; give them consequences, give them intrigue. Make them remember. And get some feedback afterwards, too. Tips and Warnings This guide describes a method to work out the basis of a plot or event. What is the problem? What is the history of the problem? What is the best possible future? What is the worst possible future? Who or what is the source of the problem? What complication will the PCs encounter? Who or what can help the PCs? What is the theme of the story? Normal RP rules should still apply in your event. As always, don't powergame, metagame, godmod, etc. If your event devolves to just you attempting to make an impact that other players do not care about, it may be best to rethink your event or plot. Do not run events just to empower your own character or to feel special in the OOC meta. Give players moral or physical dilemmas that will force them to think. Have fun. Do not defend your actions but be reasonable. Your players should feel able to affect the course of event and should feel comfortable roleplaying. Characters should make progress and things that occur in other places in the setting should reflect the actions of the characters (such as a nexus post). If a player, or even a group of players, is trying to hijack your event to make it their own thing or something other than what you are trying to create, as if they somehow see themself as a leader within it, or want to be given special treatment so they are outside of harms way, do not hesitate to put your foot down with them. People like this not only spoil the event for you, but for everyone involved. If you're trying to create an event centered around suspense, mystery, or horror, build-up and slowly giving little details over time to a larger build-up is key. Try to think of creative ways to give little hints to the greater picture, reward those who go the extra step and try to go deeper into the mystery and work off the information given, give the players a reason to feel driven to seek out the truth. Ruined suspense is the fastest way to kill all tension and stakes in such events, so be careful with each step.