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Furcadia!

 

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: 

  1.     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. 


     

  2.     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.

     

  3. 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.

  1. 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.
     
  2. 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. 
     
  3. 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.
     
  4. 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. 
     
  5. 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.
     
  6. 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.
     
  7. 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.

 

  1. 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. 
     
  2. 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? 
     
  3. 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.