A Splinter for some ranty information that probably shouldn't go directly into the Feedback Thread. Plz merge if considered better there.
An RP-Frame for my group is 'a set of conditions or lore that give context to an action'. It does not require actual Roleplaying, but it doesn't exclude it. The purpose is to increase immersion for those who like storyline. Here are some random examples of recently used ones and mild explanation for why they worked.
Throne and Liberty:
There is currently a visual bug in some clients of TL where under certain conditions, the sun is black. The light source itself doesn't vanish, the skyglow around it is fine, the sun itself is just black.
There are also at least two 'Ocular' bosses that 'could be responsible for this', Grayeye and Malakar. Their lore is provided to us in game in small blurbs that are easily accessible to everyone. The current RP-Frame is quite strong, able to lead us along a multi-pronged path of investigation, theories, diverse roles, and 'fear', based on just these two things.
The requirement for this to work, other than RP-skill, is the strong worldbuild, but also the large 'empty space' allowed by not pushing too hard on the specifics of these bosses. We know a reasonable amount about them, both through blurbs and through battle, but the game has not 'told us a very specific, locked-in story' for them. This, afaik for most of my group, increases immersion.
Not simply because 'we can RP stuff', you could do this with anything, make up anything about any character in the game, etc, but because it's connected to something, and it's flexible enough that you could probably describe it to someone else, both the reason for your RP, and the reason you took X action, without having to worry that the Game Canon will clash super hard against it, so even if that person is 'more knowledgeable' than you for some reason, it doesn't apply to these enemies as much.
Final Fantasy 11:
The Grauberg area contains a roost of Wyverns, and a Dragon who can communicate with people if you befriend her in various ways. It is geographically above an area where sheep graze and people could, somewhat realistically 'raise' them.
For various reasons I won't go too much into, this mentally lends itself rather well to the idea that if you somehow 'didn't see enough sheep' in that area for a while, or 'certain Elite/Notorious Monsters weren't spawning for a long time', that the Wyverns might be overhunting (for example) and the Dragon might ask someone to help deal with the more aggressive ones. This tier of thing could be an ingame quest or event, but then it would probably be
less fun because it'would be so unlikely to be triggered by something that people would accept being so random, with so many prerequisites. (FF11 does have quite a few quests or situations that
are that random/dynamic/rare, but we do not expect these in modern games).
It is more than enough that some dynamism is involved, enough to get this feeling oneself. Are the Wyverns starving because they're grounded by a recent spate of summer thunderstorms? Emboldened by some other change in the world? Is the Dragon even in the area and not visiting a City at the moment to be able to know this? Did she 'bring this quest with her' when she came to your city to visit a different friend?
This one really 'feels like it could work as a normal quest', in a game where the Devs somehow have the time to spare to make content that only 1-5% of people will even know exist, but the important part is that creating just the
components required for this RP-Frame is so much easier and such 'relatively incidental work' that it is enough to increase immersion on its own. Other than that, the same thing from TL applies.
If you go up to the Aery and find another group there, you have a grounded, ingame way to reference and explain the reason you are there, and one that
they all have access to the pieces of. It's not just random stuff in your own mind. They 'could have noticed the summer thunderstorms', they 'could have someone who is also friends with the Dragon', they could 'understand that this is what has led to the higher prices of Ram Leather lately on Auction'. They could absolutely not care whatsoever. But they are no longer as likely to be a threat to immersion 'just because they don't Roleplay, themselves'.
Elite Dangeroushttps://inara.cz/elite/squadron/1568/
Those folks literally worship aliens we just got out of a humanity-wide war with, though I guess
they weren't technically on the same side so that term is wrong.
Their star system can be
analyzed to get all the information you
need for coming up with a way to interact with them, and they clearly have some intent, or at least, present one to other players in a way that prevents your immersion from being automatically broken unless they intend it. 'Automatic OOC indicator' basically.
This isn't really a case where the Background Simulation is incredibly important to the RP-frame, though, most of the information is available already. Without the Thargoids ever having any specific interaction with this group (there's some information in the link though), you have all the context required for immersion. It does not matter if the players actually fought on their side in the war, only that there was enough dynamism (the war itself, and any aspect of the BGS changing during the time then or since) for context.
The requirements for these that I have learned as RP-Lead, especially within my group of people with differing levels of skill and investment into the RP itself:
1. No rigid set of actions that must be taken in response to the world change or 'frame trigger' (strong suggestions are fine, so this is hard to really explain without another Elite Dangerously long essay)
2. Enough lore information to give various players context for engagement, even if they choose not to, because somehow this works for immersing even those who have poor memory/relational skill
3. A limit on that lore information so that the space can be filled at all instead of 'everyone worrying that there's some discordant canon that will be jarring later' (I've been told by multiple group members that this fear of being 'squashed by canon' is almost crippling in terms of being imaginative, for them)
4. Enough
universal dynamism in the worldsim that
is very clear and strongly canonical, for a foundation. Basically, don't let 'real, repeatable things that happen' be
too open to interpretation. If a
minor event-state spawns 'for no reason' it has to be something that seems like it should (or a bug, or a weird patch, at least then most people experience it the same way).
5. If #4 is not possible, some ecological/meteorological tie-in that can be observed by everyone, and I mean 'everyone period', not 'everyone in a specific Roleplay group'
Quests are a great way to deliver all this, or they can be a terrible wrecking ball to destroy it all even when it already exists.
Since the Quest/Narrative/World Manager team surely knows how they want to approach most/all of this already, it's just a rant that seemed just about worth typing up, but not directly relevant to the Feedback Thread since it's moreso about a tangential experience to Quests, than anything about Quests themselves.