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Guidelines For In-Depth Roleplaying (A
general How-To)
I am a paragraph roleplayer. Meaning, when I
roleplay in a serious situation- for example a fight, my posts take the form of
long, detailed paragraphs. I hold this standard to others. If I post
a paragraph of finely-detailed maneuvers at you and you post one line of magical
muckety-muck that's supposed to kill me instantly, chances are I'll end up
flipping you the bird and going on my merry way. Let's see how to avoid
that, shall we?
If you already know how to para roleplay
and how to not be a twink, then you can merely disregard this section unless
you're curious as to what I have to say. It's not necessary for RPing with
Qix. Otherwise, enjoy!
Due to the immense amount of content on this subject, it
is divided into several subjects. The Top 3 Ways to
Be a Twink, which you will see below, apply to all roleplays. They are
universal laws of conduct that are meant to keep players in check and balance.
Also included is:
The Top 3 Ways to Be a Twink
Here are the top 3 things NOT to do
in a roleplay:
- Autohitting: Assuming
that your attack/maneuver/action succeeds without the other character's
intervention, and posting through.
Example: "Joe walked up behind Qix and slashed
his throat and laughed as he watched the blood pour from his neck" (Also
a run-on sentence which will make me eat your soul)
Proper Post: "Joe walked up behind Qix
stealthily, drawing his knife from the inner pocket of his cloak and aiming a
swift stroke of the blade for the dragon's throat".
The latter actually gives an
opportunity for the other character to interact with you, in a manner that
consists of more than swearing at you OOC. (Which means, by the way, Out
Of Context)
IF YOU AUTOHIT WHILE IN A BATTLE WITH ME, YOU WILL HAVE TO CHANGE YOUR POST
OR I WILL WALK AWAY. If I have to keep correcting you, the
battle's over.
- Godmoding: Playing a
character that cannot die, or contains an absurd amount of power that makes
death near impossible.
Examples: Too many to name. Basically, if your character
requires a three-week quest through a land you invented (That doesn't really
exist anywhere in furcadia) to find a magical sword that has to be inserted in
your heart through the second rib on the full harvest moon at the crossing of
three rivers or else you're immortal, screw you. Vampires, Werewolves,
Demons, I stick to the classic mythology of your breed. Meaning silver
kills werewolves, impaling the heart and severing the head kills demons, and
vampires can die about a hundred different ways though I tend to prefer
decapitation. Bleeding to death tends to spell instant starvation for a
blood-feeder.
QIX CAN DIE IN MANY DIFFERENT WAYS. MAKE SURE YOU CAN TOO.
- Powerplaying: Your character never takes
damages. Also involves using "Dragonball-Z" like magical attacks.
Don't walk up to me and cast Hadoken. I will eat your face.
If you're going to fight, be prepared to take damages.
There are going to be times when the opponent's strategy traps you into taking
an injury. You must play through realistically, according to the good ol'
laws of physics. For a handy reference on injuries and how
to address them in roleplay, check out
this site.
It's a very useful resource explaining in pure and simple English what
injuries do what and how they will effect your character.
One of the most crucial aspects of roleplay battle is KNOWING
WHEN TO TAKE A HIT. Sometimes the other guy's strategy is just better.
Having an injury may be unpleasant, but 'twinking out' of a fight is a
signature worse than the scars. If I can nosedive into a table
because a pink bunny is faster than me and still have people lined up to call
me Lord, you can survive a few battle damages with your dignity in tact.
Flailing around the subject is what makes you look like a moron. Go with
grace.
Moving on to.....
Seven Rules of Magical Engagement
Generally, I loathe magic in RPGs. Unlike the
physical world, enormously endowed six-breasted hermaphrodites aside, the
magical plane has no set rules in Furcadia- and thus is open to interpretation.
The way I look at magic in roleplaying is that you have the aether... and about
a million different ways to access it for different uses that are determined by
your character. However, there are those who will claim to call their
power from everything from Hell to Heaven to Earth to Sky, to some sort of
ancient charm involving immortal souls and somesuch.
As I said, I loathe roleplaying magic. Qix himself
on paper has quite a few tricks up his sleeve, but when he was transferred to
Furcadia I really didn't want to deal with it. Thus, he is NOT a
magic-user, though the scythe does have magical properties and alignments.
On the whole, if you're going to use magic, I have the
following rules. Call me pushy, but magic is a very gray area that almost
always leads to trouble in context if used without basic ground principles that
both players agree on. If there's a particular problem with one of these
rules, bring it up ahead of time.
- Be able to explain what you're doing .
Simply chanting under your breath and summoning powers doesn't float well with
me. I would like to know what your spell is, how it works, where it is
deriving its power from, and how much power it takes from you- which brings us
to the next rule.
- Magical attacks should detract something from
their caster.
Furcadia doesn't really have a system of HP/MP. Sure, you could use the
rolldice function, but who really cares in para. So, you are left to
keep track of your own power. Don't throw high-level fireball spells at
me for three hours straight. Have a limit. I don't need to know
that limit, so long as it's there and reasonable. If there is a reason
why a spell does not detract from you, make sure you make it known ahead of
time.
- Spells take time to cast.
In almost every RPG I've ever played, one's character could not cast spells
instantly. Be sure that you allow enough time in combat for your
character to safely cast a spell. For example, if someone's scythe is
making a swing for your throat, you may want to duck first before tapping into
magic. There are some spells that can be cast rather quickly- with a
hand gesture or a couple words- but if your hand is about to be cut off,
again, budget your time.
- Physical shield spells are a no-no.
Casting a spell that shields you from all physical attacks is considered power
playing, as it prevents you from taking any damages. If you do it, I'll
sit down, battle ends. Enjoy your personal bubble. A temporary
shield for the purpose of protection from a SPECIFIC element- Such as breath
attacks or magic- is another matter. However, posting a long-lasting
barrier against physical strikes should either a) not be done or b) have a
limit as to how much abuse the barrier itself can take before it breaks.
- Remember that the rules of autohitting still apply
when you're using magic- even if your opponent isn't a magic-user. They
can still run like hell.
- I do not consent to any sort of unfounded
infernomancy, including soul-eating or spirit-binding, that does not have
a LEGITIMATE explanation beyond "I'm a demon/vampire/Satan's second cousin".
The soul-eating thing I don't consent to at all, since the soul itself is a
figure of philosophy, and some roleplayers don't even believe in them.
- Attacks of a religious nature can only be used if
the caster truly believes in the entity they are channeling. For
example, an atheist better not be casting holy redemption on me.
As a side note about healing: Healing is a very
common spell, I have had it used on myself on several occasions. However,
the healing spells we use take time. They are not an instant restore, or a
quick fix. If you are ten seconds away from bleeding to death and suddenly
cast a saving spell that brings you back to perfect condition, I generally see
that as abusing the ability to heal. Speeding UP the healing process is
one thing, but making it so fast that it is instantaneous is another. For
reference, a healing spell cast upon Qix would take an hour to repair a minor
slash wound.
Restorative spells, such as the reforming of an arm or
leg, should take a longer time depending on the severity of the injury. As
for how long it takes? It took one of my opponents several days to regrow
an arm chopped off at the shoulder, and I thought that was a little fast.
If your character has a particular ability that helps them heal or regenerate
faster, make sure that it has a logical, reasonable explanation.
Next up, it's...
Clans, Gangs, and Lynch Mobs
A veteran of many clan wars, I have noticed a rather
annoying phenomenon when engaged in battle with members of a group. I will
confront someone, the normal exposition will occur... but then other members of
the group just start appearing around the main one, as if they're somehow
popping out of his intestines or being vomited on to the floor.
If you have a group, don't just start summoning them
when you find me or confront me. Have them actually WALK onto the
premises, and make their introductory posts. We need to know where they
came from, who they are, and what they're doing there. When I'm discussing
politics with Joe Blow of "People with Pointy Things", it's pretty annoying when
suddenly he has a veritable troupe of silent observers, who will contribute
nothing to the actual roleplay until it's time to fight.
Also, be aware that if you approach ME with a mob, I
will gather MY mob. And they'll all arrive with entrance posts. If
you mess with one of us, you mess with us all- and that especially goes for me.
If you attack one of my underlings and they seem to be holding their own, I'll
often only observe for their safety, and step in if necessary. However, if
you go after me, prepare to face my guardians as well. You can call it as
cheap as you want, but when a country declares war, they don't send their
president over in camo. Nor will my people risk my life and our mission
for something as petty as pride and arrogance posing as honor and
nobility.
That said, don't be surprised if I don't respond well or
at all to propositions of "testing my skill" or "seeing what all the rumors were
about". If you want to see what the rumors were about, watch me against a
genuine enemy. Qix is not likely to spar against random admirers, or
fighters who have come with aloof presentations of disdain. I'm a busy
guy. I don't need to stroke your ego or beat your ass to the ground for
the hell of it.
Now it's time for...
More Things That Do Not Work
Some of these may seem fairly obvious, but I have had
them arise.
- The Consent Rule
I completely respect the Consent Rule, and the purpose for its creation.
However. If you are involved in a duel with me and do not consent to
death, don't wait for the very end of the battle and your death scene
to tell me this. It wastes both of our time if we go through an
entire roleplay, just to have you stand up and basically tell me "Just
kidding, I don't consent, it doesn't happen." If you engage yourself in
a battle with me, as a forewarning, whatever happens in the battle- whether it
be injury or death, happens. If you don't want your character to die,
then escape, but PLEASE see below regarding "Hit and Run" roleplaying.
- Hit and Run Roleplaying
This is something I encounter FAR too much. It involves posting
something- some snappy comment, some idiotic catchphrase, or even a
paragraph, then 'disappearing'. If you're going to run away, often times
I will not pursue you. You don't need to SIGN OFF to keep Qix from
going after you. If it is physically impossible for him to catch up, or
if he has no reason to, he will not go. Simple as that. Below is
the preferred posting order for an escape.
0. Initial escape post. (You). This
should include whatever you were going to say, and a break for the door IN
CONTEXT. Don't just run your avatar away, because in all technicalities,
it takes far longer for me to type something than it would take for Qix to
actually do it. Even if you're flying away, write to the effect of
taking off. Some people may be able to pursue you through the air.
o. Rebuttal post (Your opponent). This includes
whatever they may shout to you as you depart, or an attempt to pursue.
o. Continuing escape post (You). If your opponent
has not done anything to prevent your escape, then by all means, take off.
If they have impeded your progress, you'll have something more to post to.
Repeat this until you can make a safe escape. If your character is agile
enough to make their getaway, most decent roleplayers will allow it. If
the opponent seems to have uncanny, cat-like reflexes and a psychic sense of
where you're going next, chances are they're power-playing,
and thus THEY are in the wrong. But hey, better them than you, right?
- Predetermination of Storylines
In forum settings and smaller RPGs, it is fairly common to plan storylines
ahead of the actual events. This can occur on a short-term basis
involving an individual event, or it can be a destiny-like plot spanning an
entire continuity. However, long-term predetermined storylines on
Furcadia, in short, do not work around me. Here's why.
- There is no way to make all parties involved
aware of the intended final result, as in Furcadia, new parties are
constantly entering the scene and striking alliances.
- Complicated politics may intervene with the running
storyline, forcing you to choose between pursing your original idea and
sacrificing the quality of your roleplaying by running way from potentially
dangerous fights, or abandoning it and facing fate blindly like the rest of
us.
- Predetermining a storyline for only HALF of the
parties involved is considered a rare form of godmoding known as GMing.
Unless you are CERTAIN that ALL members of a particular continuity are aware
and consenting to your control of the storyline, you cannot sway events to
your likings, especially not in an IC only dream.
- Having a predetermined storyline in a mass setting
with so many interlocking lives and losses is nearly impossible, if for no
other reason that the sheer volume of free will that would need to be
controlled and involved. So, in general, don't try it. Your
character can have all the plans, dreams, and aspirations that they want
over any timescale, but you yourself should not plan events far in advance
and 'pilot' yourself through. This is not an arcade game. We'd prefer
you to interact with your environment a bit more, instead of having
tunnelvision.
As an additional note, if you are going to be
participating in a short-term predestined roleplay- with me or anyone else,
MAKE SURE THAT ALL PARTIES ARE INFORMED AND IF YOU ARE ROLEPLAYING IN A PUBLIC
ARENA, MAKE SURE THAT IT IS MADE CLEAR THAT THE ROLEPLAY IS PRIVATE. You
would not BELIEVE the trouble that failing to do this causes.
That said, let's carry on to....
A Hundred Ways to Go to Hell
Being a slayer means that I come up against all manner
of infamous infernals... and more often than not, they all play by a different
set of rules. The possibilities for creatures of Hellish origin are
literally endless, and I have no intentions of hindering that. Imagine how
bored I would get! However, here are some things to stay away from to make sure
that your character is original.
- Try to keep to your own bloodline. There are
about 50 people out there claiming to be the firstborn son of Lucifer.
Just once I'd like to see them all get together and fight it out.
- Have a comprehensive mythology behind your character.
This isn't as hard as it sounds. For example, if you are going to play a
demon, know the strengths and weaknesses of the particular kind. Even
types of vampires have very different attributes. Do your homework.
- Don't over-complicate your character. If it is
a shapeshifter, try to keep it to three forms or less. It's a real pain
in the ass to have to roleplay with someone who grows another appendage every
five seconds.
- Conflicting elements can make a character
interesting... or ludicrous. In general, I would steer clear of "Demonic
angels", "Holy demons", and any other perversion of law and order that takes
two perfectly separate concepts, smashes them together, and blames it on a
night of torrid sex between two very drunk demigods.
- Please make sure that your character does not fit the
description for godmoding. Celestial/eternal beings
often tend to do that, which is why I tend to stay away from them.
Finally, last but not least...
How to Write a Para-Post
I'll admit it, sometimes an action just doesn't deserve
a whole screen of in-depth description. Unless you're in a monologue or
providing the exposition to someone without a clue, chances are you won't have
much to say in a regular conversation that's a paragraph long either.
Here are some ideas for how to get a longer post, divided into sections for
Note: Please use proper spelling and punctuation.
If I get a paragraph in all lower-case letters with not a period, comma, or
break in sight, I'll get mad.
Dialogue:
Bear in mind that Para-dialogue posts are not expected to be as long as action
posts. 3 to 4 lines will do in almost any situation, of course longer
depending on what exactly your character has to say.
Here are some things to consider:
- What is your character's facial expression?
Facial expressions are sometimes more telling than one's actual words.
Is your character smiling, frowning, laughing, glaring, or so on? Also
consider the small nuances of speech that can't really be put into writing,
such as snarling, snorting, scoffing, and etc.
- How is your character holding themselves?
Is your character slouching, straight-backed, dignified? What about
their hands, what are they doing with them? Are they folded in their lap
or hanging at their sides? Are they perhaps itching to use a weapon of
some sort? This is a good time to mention anything about your character
that isn't in their description, such as a nervous twitch.
- What is your character's tone of voice?
When you say something, you're not just saying it. Don't limit yourself
to simple expressions. When people talk, they can state, announce,
proclaim. They can bray and growl and hiss and whisper and tease, they
can chide and scoff and whimper. Speaking is VERY versatile. Don't
hesitate to describe HOW your character is speaking something- it may be more
important than what they're actually saying!
- What is your character doing?
If you're playing a flirtatious little whore, chances are she's NOT just
sitting there like a rock while she speaks. She may be twirling her
hair, or checking out other people. The same goes for even a warrior or
a mercenary type. They won't be completely focused on the conversation,
their eyes may wander, they may interact with the environment, fidgeting with
something or perhaps even examining themselves! If your character is
vain, chances are they won't hesitate to take advantage of a conversation to
pay some attention to their personal grooming.
Above all, recognize that you are NOT a robot. You
do not merely spit out your words and stare into space. Putting more
detail into conversations really helps to flesh out a character, and make them
more believable and compelling. This isn't AOL. Do more than talk,
and don't hesitate to separate your speech as different tones and gestures are
used.
Example: "Of course," Qix smirked,
gazing listlessly at the shards of broken glass littering the floor. "Would you
expect anything less?" The dragon's tail flicked slightly as he caught
sight of a familiar face, eyes narrowing with silent suspicion.
Action:
Most para-players will admit that action posts are FAR
more difficult to write than dialogue, especially if you happen to be in a
fight. Often times, writing a good paragraph in a fight requires a working
logic of physics, but above all it requires an awareness of all participant's
positions and the flow of time. They often require intense focus,
and an excellent imagination. But let's start slowly.
Paragraph roleplay is one of those things that takes a
minute to learn and a lifetime to master. For serious players, engaging in
a fight with someone far below their skill is an activity akin to rolling around
naked in a box of sewing needles. We don't like it. If you really
don't know what you're doing, try just watching a few fights first. You'd
be surprised how quickly you'll catch on. It's easier to tell
someone that you'd like to watch their battle to learn how to fight than to try
fighting them as a greenhorn and be dismissed. Many fighters don't
mind spectators, but if you're going to watch someone fight, DO NOT GET
INVOLVED. You are not there. You are simply observing them to
improve on your own roleplaying skills.
(As to the rigorous activities besides fighting that you
may need to do in paragraph format, you're on you're own. I'm not teaching you
that, and I sincerely doubt anyone will let you watch them. )
Things to consider for action posts:
- Where is the opponent, and what are they doing?
I can't stress this enough. Far too many times I have seen people
roleplaying in a vacuum. Their opponent launches an attack, and they
just stand there, talking about something else and essentially ignoring the
other person's post. It is very frustrating for the other players, and
oftentimes ground for dismissal. So, before you even THINK of what
YOU'RE going to do, first make sure you have a working knowledge of what the
other character is doing. If you have to ask to clarify something, DO
IT. People DON'T mind. What they will mind is if you
write out a paragraph based on the wrong information. You'll mind too
when you have to repost.
- Have you received any injuries?
If your opponent's last move has harmed you, make sure you explain what the
injury is and how much it is going to affect you. (Again,
here's
a handy reference for this) Failing to acknowledge damages can get you
accused of Power Playing. Make SURE you know
exactly what is going on, and can visualize the scenario in your mind at all
times. Otherwise, chances are you're going to make mistakes. I've
seen these things train wreck. The OOC result is often a lot uglier than
the carnage itself.
- Making your move:
The most important thing to keep in mind when making your move is #1 of the
Top 3 Ways to Be a Twink. So long as your post is
worded in terms of attempts and efforts when interacting with the other
players, you're probably fine. Be sure that you leave room for your
opponent's defense, factoring in existing barriers and outside circumstances.
Some things to keep in mind during your attack phase:
- How are your legs/feet positioned?
- How are your arms/ hands positioned?
- What exactly are you doing, anyway?
- Where is your weight?
- How much force are you using, and how will that
affect your balance?
- Is this potentially damaging for you as well?
- Is it effecting your current injuries?
- Where are you located in relation to your partner?
- What is the status of your equipment?
- Are there any bystanders, and if so, do you care?
- Is your character in pain?
- Are they afraid?
- Are they angry?
- What is your motivation for doing this?
- Is it symbolic/significant in a particular way?
You don't have to answer ALL these questions in your
post, of course, but they are simply some ideas to help get you going on what
you may want to mention. Having a satisfying post is often just a gut
feeling. Sometimes you could do more, but you don't, saving particular
details or observations for another time. As I said, you'll get better
with practice, and observing others.
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