Throughout the years of roleplaying you have probably experienced good storylines and...well...bad storylines. We're hopefully going to touch on some of the common ones, and hopefully save someone from another boring storyline.

Bad Storylines

The infamous faint/sickness syndrome -- this is when a character faints or becomes sick drawing one of those "pity me, I'm dying" storylines which are way too melodramatic and predictable (mainly because most roleplays make the direct statement that you cannot kill off your character) and POOF! Your character is well again, still having those spells that lead to cause of concern from other characters. Very boring.

Amnesia -- there has not been one roleplay that I've ever been in where someone hasn't decided to do the amnesia plot. "Who am I?", "Where am I?" It really gets dry after awhile, and probably a lot of people would volunteer to knock your character on their noggin to help their memory come along.

When characters go Jeckyl and Hyde -- a storyline always goes bad when roleplayers aren't true to their characters.

Happy Ever After -- what kind of storyline is a storyline where everything is just peachy? In a roleplay, no character is allowed to be happy, and if they are may a Gisselle, Fern, Vera, or someone else spoil it for you. Sure we always want to see Ruby end up with Beau, but would it be half as fun with no obstacles in the way?

Good Storylines

Think Soap-Opera -- some really good storylines come from the rip off of soap opera's such as a huge storm in paradise, a VCA business coming into enterprise with lots of betrayals and scandals, and loads of other things.

Good use of those non-existant character -- Most roleplays will allow you to bring in a temporary non-existant character for plot purposes. Now this person can be used to many angles: he could be the bad guy putting people at gunpoint, kidnapping them; they could be the boyfriend/girlfriend that your character has met over the summer.

Matching the Mismatched -- there are some weird character couples that come along in the roleplay if all the series are on the same list. At first they can't stand each other and more than likely will try and destroy the other, then comes the unexpected kiss, and BAM! Fireworks! Neither one can fight their feelings. Its the perfect angst storyline...but what's key is that: the good girl can't stop being the good girl, the bad boy can't stop being in trouble, the player can't stop playing, and the conniver can't stop conniving. Love is being juggled dangerously.....and when played right with good writing--you'll have some fans for your mismatched couple.

Social Events -- a party or a club is usually an icebreaker for new roleplays. Someone throws a party and everyone attends. This is a way for everyone to feel out their writing chemistry with different players and study which storylines they want to go for. Plus if someone is a horrible roleplayer, its not like you predetermined your destiny in having to play with someone who writes 2 lines.

The Continuation of the books -- Ever wonder what happened to Annie & Luke Jr? What if Gisselle hadn't died and she was still married to Beau while he was still in love with Ruby? Roleplaying is a good way to explore those what if's. It's really fun when you have characters that are played correctly according to the books.

Working Those Locations! -- VCA & the ghostwriter provided us with spooky halls, haunting woods, shadowy school, and a socialite beach. Take advantage of them!