Over the course of the evening we managed two roleplays, both of which were almost entirely impromptu. I should point out that nobody controlled either story and anyone was free to introduce any plot points or reveals, both about themselves and other characters at their leisure. So long as the ideas were sensible, everyone else had to stick with them.
The first roleplay, we chose someone to be a traitor by randomly drawing out of hat so that nobody else knew who he was. We set it on a space station where a Captain has called in two men to repair his engine.
From this, we ended up with a mercenary vessel sabotaged by Earth agents so that they could assassinate the mercenary (who was an ex-general) whilst allowing their agent ? the ship's original engineer to avoid suspicion and get off the ship. In the end, my co-engineer revealed me to be a replicant-esque robot and used the captain's natural suspicion of me being a 'dangerous and illegal killing machine' to masque his own intentions as the assassin, at which point he sabotaged the ship's secondary generator which powered the life-support, destroying me using the same emp blast and escaped, leaving the captain to asphyxiate alone.
For our second, we drew up a long list of traits of which each of us received a random one which we had to live with and build our character around for a meeting in a fantasy inn.
We ended up in the middle of nowhere, in raider infested woods, in the crumbling empire of Brannonir. I was the errand boy for a necromancer, 'delivering' an artefact to a far off kingdom. It turned out that the necromancer had given me a cursed item as part of an experiment to lure out the Grey mage ? the being responsible for the equilibrium of life and death in the world. The artefact he gave me slowly worked its way into my mind and resulted my becoming the avatar of Nothing shortly after I stopped at the inn. Anyhow, epic climixes approached, the barman revealed himself to be the necromancer in disguise and I was slain before I could unmake most of reality.
Why am I telling you about this? The stories might not sound to amazing or original but these two roleplays were fantastic because they were so flexible and impulsive and yet still managed to come to a pretty nice conclusion because there almost no preconceived story or really very much to do with the characters established beforehand and we just rolled with it. Being told by one of the other characters that I'm a robot part way through a story is truly awesome and there were some awesome conversations and really good character development that came out of almost nothing.
This dynamism is something that I feel is usually lacking from online rps and I think it contributes greatly to the failure of many. Think about it for a second, why do rps fail?
1.The host leaves ? most rps come about because someone has a cool idea for a story that they'd like to act out with a group of others, these rps tend to have strict plots and, as such don't survive very well should the creator leave for any reason since nobody else is able to advance the plot in their stead. - No preconceived plot means that this problem evaporates, although, the quality of the story may suffer greatly if some of the people you roleplay with wish to have all events revolving around them.
2.Players leave ? well this is endemic in all roleplays but I will point out that a more flexible story makes it much easier for people to jump in late should somebody leave.
3.Rp becomes uninteresting ? this happens but I doubt that people will become bored as fast if they have a hand in creating the plot.
I think creating an rp in this style would be an interesting experiment, obviously you'd need two things for this to work well:
A group of central players who lead by example and can be relied upon to post well and to set the tone so that things don't dissolve into idiocy.
Some sort of backbone to the setting or situation so that people have a goal to aim for
Some way to keep everyone pretty up to date on events so far; so that it's easy to add to the plot without introducing too many holes.
Maybe a few other rules to guide people in the right sort of direction...
I don't know really, I've been adding to this post on and off for about 24hours now so I apologise if I didn't finish off where I started but hey, I think there's probably something interesting in here somewhere, enjoy