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08/15/00: Building the Better RPG Chat Room
by Chance, IMC SysOp

If I told the average chatter how many room apps we get over time, likely they wouldn't believe me. I have been helping out with room apps since IMC started. Over that time, I have seen many, many unsuccessful apps, and a heaping handful of successful ones.

We added a page to the FAQ about how to create new communities some time ago, but after thinking about this for a while, I came to the conclusion that we needed something with a bit more detail.

This is written for those who want to make a chat room work on IMC. They're good suggestions (and in some cases, firm rules) that you'll want to know about if you're planning to propose a new room.

Part I: Planning

The New Communities FAQ and the FAQ on current restrictions on room apps are both required reading, before you start working on plans for a new room. Read these FAQs on building new communities FIRST.

There is a great deal of condensed information in the FAQs about how to apply for a room. If you follow all of those guidelines, you have half the battle won right there.

You cannot break those guidelines and expect to be the exception. We don't grant exceptions. If you can't follow those simple guidelines, the Site Administrators will figure you probably can't run a chat room.

Make sure the room fills a need.

One problem with a lot of room apps we see is that they're just not very original. We don't really need five of the same exact type of room. Find a new twist on the concept. Some examples:

  • The World of Darkness: We have three active public rooms and a number of supported private rooms. We're not accepting any more apps for the generic "all systems accepted" WoD room. What would we accept in this setting? A historical or future setting. A room limited to only one of the systems. A room where some major event in the WoD timeline never happened.

  • Fantasy and Cross-Genre Taverns: We already have a number of successful rooms of this type. You'll have to come up with a pretty esoteric spin on this to make a room like this pass.

Make sure the concept is not too self-contained or esoteric for an average chatter to grasp quickly. Your novel-in-the-works may be a great setting for an RPG, but if it requires players to read 300K of background before they can play, they won't come.

Make sure there are people who have interest in the room. You may be the world's biggest fan of the works of some minor author, but unless you have a solid user base, your room will stagnate.

Have clear and simple rules.

Clear and simple rules are ones that chatters can grasp easily when they first read those rules. The more clear and concise the rules, the more likely people are to obey them.

A clear rule states, "This is permitted," or, conversely, "This is not permitted." It is short and to the point. If your room does not permit magical characters, for example, your rule should read, "No magical characters of any sort may play here." You can go into more detail afterwards, of course, but the first sentence should always state the intent clearly.

Simple rules are rules without excessive conditional statements. If the words "except" or "but" appear in your rules, rewrite them to state precisely what you mean. An example:

Original version: All players must submit sheets to the appropriate staff person, except for players who are playing temporary characters or NPCs.

Simple and clear version: Sheets for all permanent characters must be submitted to the appropriate staff member.

Part II: Building a Foundation

One thing that separates a successful room concept from a "wouldn't that have been cool" concept is the hard work that goes into making it. If you've ever seen how a house is built, you know that laying a proper foundation is essential. Without a good foundation, even the sturdiest and most elegant house will not stand for long.

Have a good setting.

As mentioned above, a good setting is one that is original, but not too esoteric for the average person to get his arms around. It's something that will appeal to a wide group of people, and offer many opportunities for RP and plots.

RP is the single most important part of your room's setting. Try to imagine at least two dozen plots that could rise out of the setting. If you can't do so, likely others won't be able to do so either. Make your scope broad enough to allow a wide variety of RP, but not so broad that the players will have a hard time finding realistic ways to meet up in-character.

A single city is usually a good place to set a chat room. A single building can be problematic, but a city allows for multiple locations while still keeping characters close enough together to allow them to interact.

Have an active and diverse membership.

Every room, no matter how well planned, needs an active membership to make it come to life. If you have only a handful of people involved in your room, after a while, all of you will long for fresh blood and ideas.

The best way to keep fresh blood coming in is to constantly recruit in a low-key fashion. Recruitment will be discussed further on in this article.

Once you get people in, you need to encourage them to stay. This means that your staff should be willing to help new people feel the place out. They should answer questions and be able to direct people to the home page, or provide basic information.

Once the new chatter has decided to stay, it's good to help get him into RP as quickly as possible. Role-playing is why we're all here, after all, and the more quickly someone gets into that RP groove, the more likely he'll be to come back tomorrow.

Give it time to grow.

Every room undergoes growing pains. Don't panic when your room isn't hopping within a week. A room can sometimes take months to grow to a comfortable size.

Growth also involves giving an ear to new ideas. If a chatter offers suggestions, evaluate these suggestions carefully, and give them serious consideration. This encourages chatters to participate and make the room a home -- and possibly bring in a friend or twelve to check out "this really cool place I found to RP."

All of this takes time, however. A punishing pace in room development is likely to do more harm than good. Forcing things ahead too quickly can make the host and staff burn out too early, leaving the room isolated and drifting.

A good host sets a pace he can handle, and takes on help when it gets to be too much. Let the room grow as it will. Don't obsess on the numbers -- the time it's been open, the number of chatters -- and instead concentrate on making the place a fun and comfortable place to RP.

Part III: Building a home site that feels like home.

A good, well-developed home site explains the room, from soup to nuts.

This does not mean it should have 100 or more internal pages explaining everything from rules on foot odor to the favorite colors of the staff. What a good room home site should include is the material a new player will need to get started. An even better room site adds a little extra for those who enjoy immersing themselves in the milieu.

A simple template for a room site is available in a ZIP archive. You can use those pages freely, modify them, play with them, do whatever you like. They're freeware, in essence, and they've been put there for room hosts who don't know HTML all that well.

A basic template that works is:

  • Welcome/Index: This page explains (in short) what the room is about, and gives you links to all the other associated pages.

  • Rules: All rules related to the room.

  • Staff: All room staffers, and the areas they handle.

  • Character creation: Guidelines for characters for the room. If you use a given rule system, explain the character generation parameters.

  • FAQ: This is where you put the most obvious questions people can ask, with links to the other pages where necessary. You can also include all the information that doesn't seem to fit in other places.

  • An email address. Players will naturally want to ask questions, and you need to give them a means to do so.

You can also add far more detail with things like these:

  • RP materials: sample RP logs, plot synopses, and character profiles. This gives new players a flavor of the RP they can find there. ·

  • Background and setting details: This goes beyond the overview. If you have a room set in, for example, Medieval Britain, you can include facts, links to external references, and other content of that sort here. ·

  • Character rosters: Lists of the types of characters you have, with names/handles and a small amount of information. You can also link to character home pages from here. ·

  • Maps and other related graphics. These should ALWAYS be linked, and not just placed on a page -- especially if they're large graphics.

  • Links: A page of external links for more information.

A few more guidelines to good site creation:

Help! I'm Lost!

For ease of navigation, every individual page should all have links to all of the others (or at least, all of the basic header pages) at the top, bottom, side, or any combination of these. It doesn't have to be a fancy image map -- you can do something as simple as:

Home || Rules || Staff || Character
Creation || FAQ || Email

You can also create image maps and link bars like the above as components on some sites -- which means you only update one file when you need to update your navigation info. Check with your site provider and see what they offer members.

If you use a program like Dreamweaver, you can build a template that lets you update all your pages at once.

If you have questions, the Gline has graciously offered his assistance: thegline@thegline.com.

Simple to read, simple to navigate, and clear are the base requirements. A good home site has a simple and easy-to-read design. Fancy graphics and backgrounds are often overkill; simple text pages are enough, unless you're particularly skilled with HTML.

Links that go somewhere.

I can't say this enough -- do not link to nonexistent pages! Only link to a page once it is created, and make sure the links work.

Courtesy.

Don't waste players' time by linking to pages that have nothing more than "This page is in the works," unless it is going to be done within a week.

All of this home site data may seem like a lot of work, but a week's worth of preparation can add enough dimension and flavor to a room to make the difference between sinking and swimming. I've found that an acceptable home site can be created in an afternoon, and a good one can be made with a week's worth of work.

Part IV: Filling out the Application

At this point, you should review the New Communities FAQ and the FAQ on current restrictions on room apps. Ensure you have filled all the requirements first -- any missing information will result in a rejected application.

Some hints:

  • Don't fill in the fields with things like "we're working on it" or "coming soon." This will get your app rejected. The application should be done after all the initial planning and foundation work listed above.

  • Do have all your information on hand. Don't expect the SysOps to fill in the email addies of your staffers, for example, and make sure you have their IMC login names and not just one of their handles.

  • Do check the form and make sure you have all of your information on hand before filling it out.

  • Don't apply more than once for the same room. Multiple applications will be rejected.

  • Do be patient. It sometimes will take some time for an app to be processed. We'll work on them as quickly as we can, but it won't happen overnight.

The application form is now located right here on the site, which allows us to incorporate approved PRs into the database.

When you sit down to fill out the application, set aside a half-hour or so. Make sure you have all your links and data on hand before doing it. Be thorough. If you do the work beforehand by checking out the form and getting the information before filling it out, you won't have to try and come up with things on the fly.

A properly prepared room that follows all the guidelines above should find it easy to get approval in a timely fashion.

Part V: Making it Fly

Once your app is in, you'll want to start working on getting a solid and active membership.

Recruitment

The most common way to get players is to just ask friends online if they want to play there. The one problem with this method is that it can mean that you're "stealing" the community of an existing room. The rooms can, in theory, co-exist, but it's more common that one room or the other will lose out.

So, how to get new blood?

On IMC

  • Post to the IMC forum with a teaser or promotional message about your room. We have a section named Room Announcements for just this purpose -- so use it!

  • Encourage your players to bring in other players they know, from IRL or other online sources.

  • Encourage your players to promote the room with the methods listed below.

Online Promotion

  • Make use of the many, many places to post links to, and info about, online games. Some good places to start:

  • Submit your homepage to all of the major search engines and indexes. There are sites that will submit your info to several of them at once. I can recommend 123AddIt.Com from personal experience. The whole process should take 15 minutes or so.

  • Join up with banner exchange programs! These allow visitors to other sites to see your banner, linked to your home page. Some of the better-known ones are LinkExchange and Exchange-It.

IRL Promotion

  • Talk to your friends IRL! Invite them to join and introduce them to IMC.

  • Take a copy of the generic IMC flyer that's posted on the site (insert URL here) and post it in comic stores -- or make your own! We have a template in both PCX and JPG graphic formats; all you have to do is import the image into your word processor, add your own text and info, and bingo! Instant room flyer!

  • If you attend local gaming conventions and events, bring along some preprinted slips of paper with the address of the site, and your room's home page.

Web Rings

  • Set up a Web ring for your room -- it can bring traffic and interest to your room.

  • Join related WebRings -- you can find 'em by searching webring.org.

  • Join IMC's Chat Room Web Ring. Albert Foster set this up, and it's well worth the time it takes to app. The ring owners choose an IMC room every month as the featured room, which means more traffic for your home page!

With all these things in mind, you can create the room of your dreams. Thought it seems like a lot of work, it's a labor of love that will pay off in the long run.

Chance is the long-suffering IMC Webmaster, who's seen one too many unsuccessful room apps, and the host of the supported PR, Twilight: New York.