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Kege_Rensu
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PostPosted: Wed Mar 30, 2011 12:37 pm


Hey all Kege here with a little guide to help you out in order to avoid one liners. I can say no one liners but everyone's skill is different so here are some tips and tricks to help you out and make things more fun for everyone.


1. Be descriptive.


Bad Example:
-sits in a tree-

Good example:
Kege leaped into the tree. He turned his body and sat down with his legs dangling from a branch as he watched the event unfolding.

2. Anything you see someone else doing is a good opportunity to jump in on it or use it even if your not actually using it.


"Mercy somersaulted into the air and landed on the ground with grace holding her weapon to the side slightly tilted downward."

Bad Example: -watches whats going on-

Good Example:
While Kege sat up in the tree he observed Mercy somersault in the air landing gracefully on the ground. He clapped his hands together repeatedly at the amazing looking feat.

Good Example:
Kege hopped down from the tree his eyes locked on Mercy as he drew his own weapon. He took a battle ready stance with his legs open and shoulders balanced.

3. Ask for help. It takes a big person to help someone but an even bigger person to ask for help. Creech18 helps others as do I. Please post and add your name if you are available to help some people who are looking to increase their skill.

I will post more tips and tricks whenever I can come up with a few more.
PostPosted: Wed Mar 30, 2011 1:09 pm


I'm always ready to be helpful to those in need. I may not be the best, and occasionally give my own one liners, though I really detest doing such things, but I often have a few ideas on how to prevent doing that.

Another idea to do is to go into a back story on your character on a matter that they might have gone through that their current situation or something that they're watching reminds them of.

Bad example: -this seemed familiar to him.-

Good Example: Azreal remembered being in a situation similar to this not so very long ago after he had fought a very powerful demon that continuously healed itself and only got stronger the longer it fought, coming up with new ideas and strategies. He didn't really want to go through that scenario again, as it wasn't a very fond experience.

You can also set up the setting that your character is in, if nobody else has done that yet. You can even try making new settings or being more descriptive on the surroundings then the previous person.

Bad Example: -it was rainy-

Good example: Dark clouds were closing in overhead and it started a downpour soon after. The rain was chilly and stung as it hit, as it was cold enough to start solidifying as it came down, but not cold enough for it to completely solidify.

Another good idea is to be descriptive on how your own character looks.

Bad example: -He looked sexy-

Good example: Azreal looked like hell itself had taken him, thrown it in his mouth, chewed him up, spit him back out, then started grinding him into the dirt with the heel of its shoe. He had been smashed by bricks, sliced up by a sword and currently had a dagger sticking out of his heart. Blood covered most of his body, and just by looking at him, one could tell that he had many broken bones. His skin was peeling up and had wooden splinters all over him from crawling through a rough hole in a wooden wall that he had smashed open with his own face.

I can come up with more, like trying witty banter, though it isn't a very good idea if not even you need to force yourself to laugh at the joke.

bad example: -you look stupid-

Good example: Azreal laughed at his opponent and said, "I haven't seen anyone so stupid as you since I met your mom a couple years back." Then he realized that the person's mother had also been dead at the time.

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PostPosted: Wed Mar 30, 2011 1:22 pm


*Sticks out tonuge*

Yeah Creech helps people, your captain just hangs out and picks on everyone. Also she hits on the chicks but other then that she never goes through all her complaints and the forums offering advice and how to's. . . . . . . . .

*Licks Keges's Forehead*
PostPosted: Wed Mar 30, 2011 1:44 pm


Also, something fun to do is when you think instead of making it like:
(Thinks about something random)
make it like this:
Sam thought to herself, Wow, this person's an idiot!

Italics are great for this also great when you bold and italic for notes or letters:

Dear, Mr.Shirlock,

Hello. How are you today? I read that you needed a job done and since I am able to see if I can qualify can you call, 1-520-num-bers.

Love, Evergreen
.

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PostPosted: Wed Mar 30, 2011 9:14 pm


Posting tip of the day:
Try not to over use words, I know it can be difficult but the same word repeated over and over again makes for a broken record effect, We use and speak a diverse and colorful language/languages use it to if's full potential.
Descriptive words can call different images to your mind, find one that fits best.
Example razz retty
Beautiful
Radiant
Gorgeous
Glorious
Stunning
Flamboyant
etc.
PostPosted: Thu Mar 31, 2011 10:14 am


Just adding a few writing tips as well.... This is a Lecture I wrote for a group in my University, it was part of my course and my English Major outline.


I would like to take this opportunity to talk about Comma Splices and Run-On Sentences. What is a comma splice? It is an attempt to join two independent clauses with a comma and without a coordinating conjunction. An independent clause is a sentence that can stand alone by itself. The coordinating conjunctions are and, or, nor, so, yet and but. What is a Run-On Sentence? A Run-On Sentence in a sentence that stretches too long without a break using either commas or too many coordinating conjunctions.

In short a sentence such as “I woke up late this morning, I slept through my class” is a comma splice. This can be improved or changed by writing something such as:

“I woke up this morning. I slept though my class.” or

“I woke up late this morning and I slept through my class.” or

“I woke up this morning so I slept through my class.”

These are only a few examples of a comma splice. It is very easy to fix if you read carefully enough though your writing. This was one of my major issues and I was terrible at telling the difference. I have improved greatly and so can you.

A Run-On Sentence is similar in the sense that the same coordinating conjunctions are used however, the difference is that with a Run-On Sentence you are using too many coordinating conjunctions without a period in between. In the sentence “I woke up late this morning and I slept through class so I quickly dived in the shower and grabbed my backpack and got in my car and drove to school.” This is an example of a run on sentence. Here are a few examples of ways to change this problem:

“I woke up this morning and I slept through class. I quickly dived into the shower. I grabbed my backpack, got in my car and drove to class.”

“I woke up this morning. I slept through class. I quickly dived into the shower. I grabbed my backpack then got in my car and drive to school.”

Comma Splices and Run-On Sentences require attention to detail and avoiding and improving these errors will make your writing much easier for others to read, interpret and enjoy.

Kege_Rensu
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PostPosted: Thu Mar 31, 2011 4:05 pm


People often start a sentence with he/she or their characters name.

(Ex- She walked over to the table and grabbed a cup. She then turned to the bag of sugar and filled up the cup
or
Kana walked over to the table and picked up a cup. Kana then turned to the bag of sugar and filled up the cup)

Instead, begin a sentence with a description of what said character is doing.
Even saying then, now, later, soon, or any other words that indicate a length of time can make a difference and shine up your post a little. Also, it's a good idea to alternate between your character's name and he/she.


(Ex- In a few shot steps, Kana walked over to the table and picked up a cup. Shortly thereafter she turned to the sugar bag and began to fill up the cup)
PostPosted: Thu Mar 31, 2011 4:09 pm


If I may...... Im not sure if im supposed to be here BUT oh well....

Anyway I found a rule set about roleplaying LONG ago...... If I have stolen this I am sorry for I have forgotten where this came from

Quote:

T1 Regulations


Conduct


* All action sequences should contain clear and concise language. Not only that, but they should be descriptive and enjoyable to read. Most role players find it very frustrating to read poorly formed paragraphs that are designed merely for the purpose of boggling the reader due to their cryptic language, repetitious patterns and horribly poor grammar. For those who honestly cannot spell or form sentences, get some form of spell checking and grammar correcting device! This is turn-based RP, not a race. There is ample time to correct errors made and proof-read the paragraph if everyone is following the rules. Even use a thesaurus if you don't know what word you want!
o This requires no exceptions.

* The goal is not to evade every hit, and hit every time. The goal, in well formed turn-based style RP, is to RP out the character. If a user can dream up a way out of the move, and their character cannot do it, then they should not do that move. It is impossible for me to stress the importance of playing the character to play the character, not to win.

This requires no exceptions.

* When a user inadvertently has a flaw in their action sequence regarding the whereabouts of another user character, or any other matter concerning the character; the user should not start an argument over this. Instead, the user should, in their action sequence, generate a very clear correction of the situation. If the former user picks up on this and requests a re-post, that is up to the users to decide; but, it should be denied --confusion does happen during a battle.
This requires no exceptions.

* If it is found a user is acting outside their character limitations that user automatically loses the fight in dishonor.
There are no exceptions to this rule.

* BITCHING AND MOANING WILL NOT BE TOLERATED! Yes, you know who you are! In the inevitable event that this does occur, the fight is automatically over.
There are no exceptions to this rule.

Combat


* Every action that is neither melee or an inherit skill must be prepped at least once before an actual attack is issued.

* There are no exceptions to this rule.

* Any user may use their character to attack any other user's character without prior indication as long as the aggressor remains within his character limitations and is aware of the placement of the character they are engaging with.

* Exception #1: The attacking user attacks without entering the RP environment.
* Exception #2: The attacked user is a): away, b): OOC or c): hiding.

* Every attacking action has two or more counter-parts. The first, although sometimes unnecessary, being the move where the spell is either charged or prepped (this could span several action sequences, building in power.). The second, always necessary, is the actual attack where an attempted strike at the combatant is made. The last is the resolution of the attack, wherein two things may occur. a): The attacked states the hit, commonly removing the opportunity for user to state the cause and affect of the attack. b): The aggressor states the hit, themselves stating the cause and affect.

* Exception #1: The attacked dodges, the attack continuing without striking its intended target.
* Exception #2: The attacked reflects the attack, whereon they become the aggressor.
* Exception #3: The attacked blocks, the affect of the attack removed to another object.
* Exception #4: The attacked nullifies the attack, it ending abruptly.
* Exception #5: The attacked creates a diversion, confusing the object of the attack, thereby prolonging the hit's progression.

General


* Turn based RP is, without exception, the act of a group of two or more characters posting their action(s) or action sequence(s) in a definitive order.

o Exception #1: The user posts an OOC message to one or more of the users involved, conveying their reason for not being able to post. This message of course must be in reference to the turn-based RP the user was involved in with their character.
o Exception #2: The user is kicked offline for an indefinite amount of time, whereon it is assumed that their character merely vanished from the scene.
o Exception #3: The user requests more time, whereon it is up to the other users involved to grant this request; but it is not required.

* An action sequence may contain from one to six single actions, post length being obsolete. Filler actions apply.
o There are no exceptions to this rule.
o Example #1: A sample action sequence containing six single actions:
1: A swift backwards kick off the ground lifts [name's] figure upward,
2: the aura of heat against [name's] back revealing the slim evasion.
3: The sound of the fireball exploding rings in [name's] ear from behind,
4: just as his feet firmly touch the soil.
5: Angered, [name] lunges toward his aggressor,
6: his blade swinging toward their throat in a tight arc.

* An action sequence must remain uninterrupted. This means a user cannot create a sequence that would be interrupted their combatants posts, or their own.
o There are no exceptions to this rule.
o Example #1: Say someone jumps into the air, violently kicks at their enemy's head, and then lands upon the ground in a crouch; all within a single post.
Explanation: To perform this move properly, the the following would have to occur: 1.) The kick would have to be issued 2.) The kick would have to fail or land 3.) The user would finally land upon the ground. This creates an action sequence interruption, causing the move to be impossible.

* Although not a rule, Working Within Moves is a possibility. If the attacker attempts to commit an action in their action sequence, then the next action sequence --that of the attacked-- may be based on the assumption that the move was in the process of occurring and not complete. This applies only only to open ended actions or complex actions. Please note how both examples are examples of open ended actions. The complex action clause over-rides the open ended action clause.
o This requires no exceptions.
o Example #1: Complex action:
The attacker swings their sword into the dirt, taking a step forward, and from the ground around their foe springs a wall of ice building up over-top of the attacked in a half-sphyre.
o Example #2: Open ended actions:
The attacker swings their sword into the dirt, taking a step forward, and from the ground in front of their foe builds up a wall of ice.

Type 1 [T1] combat is a type of textual combat designed with logic, precision, and detail in mind. It’s a turn-based style, allowing every player involved equal time and space to post their character’s move. There are four types of ‘turn’ that a player can make in a T1 fight: Prep, Attack, Defense and Connection. The fight is split in to 'tiers' which often consist of some/all of the aforementioned turns. A tier begins when a prep or attack is posted and ends when either a successful defense or connect is posted.

Prepping
A 'prep' is a turn in which the character prepares to launch their attack. Some special abilities require a certain amount of prep's before an attack can be successfully launched. As a player, it is your responsibility to be aware of which abilities require preps and then to adhere to these rules. Missing a single required prep will probably result in Eden's combat judges voiding the applicable tier of the fight.

A prepping move should state clearly what ability is being prepared for use and provide some imaginative description of this process, whether it be an elaborate ritual or a intense concentration etc.

Special abilities that do not require maintained focus/concentration can be combined with another turn. For instance, whilst a mage is launching a non-magical attack with his sword, he might be muttering an incantation in preparation for using a special ability later. Specifics must still be provided.

If the character receives damage between the preparation and the attack, the most recent prep will be cancelled.

Attacking
An attacking move should be a detailed account of everything vital to the attack: the stance of the attacker, the momentum or direction of the attack, the method of the attack, and it should hint at the desired outcome.

An attacking move must be comprised of one main action, or series of synchronized actions [within the realms of logic please].

Example:Elario_Chinglove braces his right foot against the ground in front of him, screeching like a particularly irritated banshee as he sends his staff sailing down vertically for Crispian_Nohamar's cranium, relying on the weight of the sturdy oaken staff in addition to his own strength for the momentum needed to crack Crispian_Nohamar's skull.

The above move, although containing information about smaller movements of the attacker’s body is centered on one central movement, that of the downward swing of his staff.


Like an attack, a defensive move must allow for the defender’s stance, method, and desired outcome. It’s no good simply stating that the character miraculously dodges the attack – it must be a detailed account of how this daring escape is achieved.

The defender must be consistent with the position they were in before the attack took place. For instance, if our defender [Crispian_Nohamar] was standing directly in front of Elario_Chinglove with his hands behind his back and his eyes on the ground when Elario swung his staff, that is the stance he must attempt to defend from. However, before he defends he must be seen to somehow acknowledge the attack. After all, he wouldn’t know to defend if he didn’t know of the threat to begin with.

Example: Crispian_Nohamar instantly distracted from his train of thought by Elario_Chinglove's strangely effeminate screeching, he catches a glimpse of the attacker just in time to save his own bacon. His head and upper body reflexively tilt to the left, causing what may have been a fatal blow to the head to land painfully but not mortally upon his leather-armor clad shoulder.

In the above example, Crispian’s player acknowledges that his character was not in the best defensive stance to begin with, and as such appreciates that his character cannot completely evade the attack. Considering Crispian wasn't expecting the attack, it would be unrealistic of him to come out of it without taking a blow of some sort.

If Crispian had managed to completely evade the attack, the player of Elario would not be allowed to perform a connecting move and would instead have to RP the resultant events.

Example: Elario_Chinglove bends his knees in a last ditch attempt at keeping his balance as his staff strikes air and continues towards the ground under its own powerful momentum, the fine polished oak smacking impotently against the flagstones.
However, as Crispian did not completely evade the attack, Elario's player gets to perform a connecting move:

Connecting
A connecting move is a move that confirms the attacker’s success. If the defender was unable to completely evade the attack, the attacker is expected to spend a turn describing the results of their attack.

A connection must describe the initial results of the connection and nothing more about it's effects upon the defending character. For example, Elario’s player could not state that the staff whacked Crispian’s shoulder and then bounced up into the side of his head, as that would be two separate attacks [albeit maybe not both intentional].


It is very important not to ‘auto’ in a connection. Although you can state where the blow landed based on the information offered in the preceding attack and defense moves, you cannot state the exact amount of damage dealt upon another character. Such details are reliant upon the information in the previous moves. For instance, a powerful downward thrust of Elario’s staff would obviously cause some bruising and internal injuries when it hits Crispian’s shoulder [although if Crispian is wearing armor of some sort the damage may be decreased], whereas a sword would have cut the flesh and caused bleeding. A connection may also contain preparation for the next attack, such as a change in stance. Usual Prep rules apply.

Example: Elario_Chinglove tenses his shoulders to absorb the shock of his staff striking down heavily upon Crispian_Nohamar's right shoulder. He lets the staff glance off the shoulder after hitting and swings it back up over his head in readiness for another attack, a victorious smirk mocking Crispian_Nohamar's misfortune.
In the above post, Elario's attack clearly connects, but it is never stated the exact level of damage that is caused. From this point on Crispian's player is expected to RP the character according to the damage which he believes would have occurred. In this instance Crispian is wearing leather armour which may just save his shoulder from being dislocated, but there would still realistically be heavy bruising. As such, Crispian should have less use of his right arm until the wound his healed.

There is another type of move that is often used in T1, and it is a variation on the Defensive move:
Counter-Attack
Rather than simply evade an attack, the defendant may block or counter it with one similarly fluent move.

Example: Crispian_Nohamar had been expecting an attack, and had his trusty dagger ready behind his back the entire time. Upon the thrust of Elario's foot, he bends at the knees, his left arm flying up to catch the blow on its bronze bracer whilst his right arm swings round -- dagger in hand -- to swipe horizontally at Elario's stomach.
The above move would require great skill on the part of the defendant, and therefore only a character who has an established history of combat prowess could realistically pull it off. Most counter-attacks require a similar level of combat skill, as the combatant is performing different simultaneous actions. As long as those actions can be realistically performed at the same time [i.e. one arm can't realistically be in two places at the same time], the move is valid.

It is then up to Elario to decide whether he will defend, counter-attack or simply take the hit. Considering his staff was already sailing down towards Crispian with some momentum, it will probably still cause some damage to Crispian's arm, but a move of that ferocity on Elario's part will have left his midriff defenceless [aside from any armor he might be wearing] as his arms are engaged in holding the staff. As such, Crispian's dagger would most likely strike as intended.

It's not uncommon for both parties of a fight to take some damage, and it is often considered the honourable thing to accept at least some of your opponents hits [if they're realistic].

As you can see, a tier does not necessarily only consist of three moves. Tiers may overlap or extend beyond the original three basic moves. A T1 combat session ends when there are no more attacks to be made, either because one or more sides of the fight have died, one or more sides of the fight have escaped, one or more sides of the fight have been incapacitated or both parties have reached a non-violent conclusion.

Now, I feel as though some of you members have the wrong Idea of "RPing" correctly. Here are some of the things you should NOT do:

Auto-Hitting: When one states in His/Her/It's attack that He/She/it actually hit the other combatant. Now I know most of you have a habbit of wanting to win every battle (who doesn't wanna win?) But anyway. When your auto-hitting it's not only agianst RP rules but it ruins the venture of RPing.

God-Modding: For those of whom claim to already be "Dead" then by the time the battle starts you've lost. For Example: Lets say someone stabs another in the heart and the one being stabbed takes the hit and states "I don't have a heart therefore I cannot die." (Well duh you can't die twice in one life) Thats considered god-Modding because everyone has a heart or else you wouldn't be living.

Auto-Blocking: Another habbit New RP members have when one combatant hits another and the defender merely puts "Blocks" thats an invalid counter/ and or defending move. First of all, you must describe to the others on what your Blocking with. Secondly, You must describe on what your actually blocking. Get what I'm saying?

Auto-Missing: Now many of you also have the tendensy to sometimes put
"Misses" well how do we know it miss? how did you dodge it? or actually whatever happened to the attack? cuz darkness on darkness can still kill darkness to many people just claim to have to much power so they say "Misses" because they're to lazy to actually type a valid attack.

Auto-Killing: Alot of you members have the nerve to claim to have killed someone in one shot...Thats pathetic First of all, RP rules state that one must be hurt at least 6 times to be "Killed" with a finishing blow. Secondly, it just proves that most of you are cowards and don't wanna fight some RPers.
================================================
ok Now Here are some principles on becoming a better RPer:

Description: Describe on what it is your doing in your attacks dont just plain out blast someone with fire describe how you did it and whatnot.

Creativity: Create your own jutsu or whatever it is you members use.

Uniqueness: Have your own fighting style the way you RP and whatnot don't copy others.

Literature: Please the Majority of RPers have this problem they're to lazy to type simple words like You which most of you write as "u" or by putting
"b4" (meaning Before) please if you guys wanna be respected then be literate Thank you.

Matsuo The Death Dealer

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Kege_Rensu
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PostPosted: Thu Mar 31, 2011 4:29 pm


@Matsuo: Thats not too bad, however what you have their is for a specific type of RP and more Literate players like myself and a few others in the guild, most of us here are trying to keep it around the Semi-lit level. Though there are some nice points near the bottom.
PostPosted: Thu Mar 31, 2011 4:40 pm


Eh I understand, I thought I would help when I saw this thread...... Anyway I need to make my profile here soon. I have been putting it off.

Anyway if I find anything else that would help I will post it here.

Matsuo The Death Dealer

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PostPosted: Thu Mar 31, 2011 4:41 pm


Every little bit counts
PostPosted: Thu Mar 31, 2011 5:07 pm


I'm here to help too. If you want a format, just PM me with a picture and tell me what you want written on your format. I'll make you a simple format for free if I'm not too busy or on my Wii.

R0bot0

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creech85
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PostPosted: Thu Mar 31, 2011 5:20 pm


I dont know if its been said but take the time to read whats going on before you post. I always start from my last post and read on from there. ( Even if its six pages long ) When i first started i was in a thread with two other people. we would clear 5 pages a night with four paragraph posts. If i missed a night it took me a day to catch up.

Kege... its creech85 not creech18
PostPosted: Thu Mar 31, 2011 5:26 pm


I'm waaaaaaaaaaaaaayyyyyyyyyyyy too lazy to read all that.


rofl

MichiokoXIII
Captain


Draka The Solitary
Vice Captain

PostPosted: Sun Apr 03, 2011 1:19 pm


I am not the best roleplayer out there but I know the in's and out's I can be semi lit one moment and lit the next. So I can help those in need, or i could even provide 'tutoring' basically mock rp via pm or a thread here in the guild in which i will create random scenario's razz

One big thing is if you are unclear about another's post or you want an rp to go a certain way, message those you are rping with. Hell I have alot of ppl on skype that i chat with them in order to plan out rp's it helps things move along smoother. But don't sit back and try to post back if something you read doesn't make any sense. Communication behind the scenes can clear that up and then bam your posting back.
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