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Posted: Thu Apr 14, 2005 7:30 pm
AllianceSJR's Guide to Online Role-Playing An information thread for the rest of us.
News and Table of Contents The unimportant stuff.
News: June 17th, 2005: Added a couple new sections and re-ordered them.
June 14th, 2005: And now, exactly two months later, I finished another section. Look for this thread to be done sometime in the next ten years. sweatdrop
April 14th, 2005: Started construction of the thread. Slow going. Give it time, guys. ^_^;;
Table of Contents: Post 1: News and Table of Contents. (You are here.) Post 2: Introduction to Role-Playing Post 3: "Roles" of Role-Playing Post 4: The GM Post 5: NPCs Post 6: Role-Playing Styles
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Posted: Thu Apr 14, 2005 8:02 pm
Introduction to Role-Playing
Role-playing is a large part of our culture. Fantasy epics, science fiction, basically every story has its roots in role-playing. Dungeons and Dragons was the first standard, upon which all followers are based. To this day, it has no rival.
These days, message-board role-playing is becoming more common. It lets people act out stories and fantasies. From playful to sexual, epic fantasy to real life; it really is abundant in online societies. This thread is here to introduce you to the marvelous world of stepping outside of yourself, of suspending belief, of acting out your deepest desires.
So break out your dice and your Mountain Dew, turn on the stereo and start blasting Zeppelin. For it's the time of the night that we turn on the blacklight.
Let the games begin.
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Posted: Thu Apr 14, 2005 8:22 pm
"Roles" of Role-Playing
Obviously, if you're going to role-play, you need to know what role to play.
Player Character
The most common role-player is the Player Character. Players create a character, and assume the role of this character while going forth on adventures. For the most part, there are no limits on how you can create your character. You can make it as detailed as you want, whatever age, species, sex, etc. that you want.
Example of a player created character guideline
Name: The name is easily the most important part of a character. It is also the hardest to come up with. People can take names based on people they know, fictional characters they like, things like that. Or they can make them up. Sometimes people have self-imposed guidelines for names; they can make every character have the same set of initials, or the same last name, whatever. Basically, though, it all boils down to one thing - what YOU want to name your character.
Age: Whatever you want to set the age to. Not terribly important, usually, but it adds a fair amount of realism to the game.
Sex: Like age, sex is something that isn't terribly important. You can make a character whatever sex you want, the same as you or the opposite from you. It really doesn't matter. However, a popular trend is to choose the opposite sex for your character. The general consensus for that is this: It's completely made up anyway, might as well have fun with it. Try something new.
Physical Description: Ah, now here's one of the three most fun sections to create. What does your character look like? How does she dress? Hairstyle? Eye color? Measurements? (Feel free to get as detailed as you like, especially for female characters. whee ) Any scars? If so, how were they earned? Tattoos? Piercings? Have fun with this section.
Personality: The second of the three fun sections for creating your character. How does he talk? Walk? Act towards people? How does he think? Does he have book smarts, or a sharp tongue? Is he a bit slow? (Believe it or not, less intelligent characters are fairly fun to use. I had a character that was focused on killing things, and would go off blindly into traps and such just to get at goblins and orcs and stuff. He LOVED fighting. It really made party interaction quite interesting.)
History: Go nuts with this. Seriously. Creating a background for a character is very fun to do, plus it gives you an insight into how your character thinks and responds to people. It will help you stay in character. This is the third of the three greatest sections to create. Feel free to get as detailed as you want. Write pages if you can. Even if you never use the history in the game, it's fun for you, and that's the most important thing.
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Posted: Thu Apr 14, 2005 8:28 pm
The GMThe GM, or Game Master, is the most important person in a detailed game. Also called a DM, or Dungeon Master, this person is in charge of not only scripting the story, but also guiding the Players along it, playing the roles of the NPCs, and governing battles with creatures of the GM's choosing. It's very important that you play nicely, because the GM is basically the god of the game. Most GMs are not immune to annoyance, and have been known from time to time to drop a boulder on Players after enduring constant whining. Usually, these instances of "divine retribution" are either ironic or poetic, if not both. For example, if a Player is whining that all he does is travel through forests, the GM might decide to have a lumberjack fell a tree on top of that player. Or, the forest will suddenly end in a canyon that is not visible until it has been fallen into. Basically, don't piss off the GM. Most GMs are fairly helpful to new players. They will design scenarios that get new players familiar with the game, and that will give the player's character some experience to be able to handle the hardships of the game ahead. The GM will gladly help a player along by reminding him, for example, what dice to roll in a given situation, or dropping hints to what equipment the player should bring along. Being the GMObviously, when a person takes the role of the GM, he or she is placed in the position of great power. But as Uncle Ben tells us, this automatically bestows upon this person great responsibility. The GM must not only progress the story in an efficient and enthralling manner, but also seperate different story threads when the case may be. Generally, when GMing an online game, there is one favored style of making a GM post. There must be a seperation between GM notes and story, as well as the occasional Out Of Context notation. The way that these are done is completely malleable, but a GM must be able to pick one and stay with it. Quote: [Player 1]The man looks at you. "Verily thus," quoteth he. "Thy forsooth, wherefore hammer.....eth." [This confuses you.][Players 2, 3, 5]The dragon shoots a stream of flame at you, striking each of you. [Health is decreased by sixteen points](OOC: Yeah, you need to choose something different next time.) This is a random GM post, made up completely on the spot. Let's break it down. This is a GM note, letting Player 1 know that the following events will directly affect her. Quote: The man looks at you. "Verily thus," quoteth he. "Thy forsooth, wherefore hammer.....eth." This is an example of the GM controlling the man, an NPC. Written in narrative. This is another GM notation, stating that something directly happens to the Player. This can range from feelings to status conditions to actions to health concerns. Quote: [Players 2, 3, 5]The dragon shoots a stream of flame at you, striking each of you. [Health is decreased by sixteen points] The GM has now shifted focus to Players 2, 3, and 5. The events here do not affect Player 1 anymore, because she is not represented in the GM notation for this section. Quote: (OOC: Yeah, you need to choose something different next time.) This is an Out Of Context notation. Anything said Out of Context is not said in narrative or a GM post. This is the GM simply speaking to the Players themselves. It can contain any information the GM so chooses. Out of Context notations are to be used sparingly. Many online games have a seperate thread for Out of Context talk.
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Posted: Thu Apr 14, 2005 8:29 pm
NPCs
The NPC, or Non-Player Character, is frequently overlooked in explanations, but they are, in fact, one of the most important aspects of all games. The NPC is defined as anything that the Player can interact with, from people and animals, to spirits and gods. NPCs are also the enemies and monsters that the Players will fight against. The GM controls the NPCs of the game, assuming the role of whatever is in contact with the Player at the time.
NPCs can be as simple as a random passerby, or as complex as a Player Character. It is all dependant on the GM's intention. Sometimes a Player will fight alongside townspeople. In this case, the GM will have made up a Character Sheet for this NPC, and is playing it as a normal Player would.
The GM controls the NPC in the main part of a GM post, usually as a narrative.
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Posted: Thu Apr 14, 2005 8:31 pm
Role-Playing StylesMost people have their own styles of RPing on an online forum. You can use whatever style you feel comfortable with, just please - PLEASE - keep it consistent. Not sure how to RP effectively? I'll showcase a few different examples for you to do. First Person vs. Third Person(or, Am I Sounding Pretentious Enough?)The following styles I will present can be used with either the first- or third-person, but please; pick one and stick with it. Style 1 - The NarrativeThis is a style that I use myself. I like to RP like I'm writing a story. Dialogue, actions, and inner monologue all contained in the same format. Usually, inner monologue I italicize, but that's just me. Style 1 Example (Borrowed from SJR, in the "Return to Sleep" RP)All of a sudden, I caught a whiff of something unmistakable. What? Here?I turned around, and saw a man running towards me. He slipped in a puddle, and went barrelling towards me, out of control I tried to step out of the way, but as the rain had dampened my sense of smell, I didn't get enough warning, and the man plowed right into me. I grabbed onto a nearby branch to keep from falling. I helped the man back up, and snarled. "What the hell do you think you're doing, running into people?" The man looked up at me, with a gigantic smile plastered over his face. Style 2 - The DescriptiveThe second "main style" of Text-based Roleplay. Consists mostly of the actions. Can be italicized if player so chooses. Dialogue is usually made so that it stands out. Style 2 Example (Borrowed from Ratix, in the "Return to Sleep" RP)*He steps in just behind the woman, and sure enough it's as stuffy as she described. He thinks about how there are just the two of us so far, and speaks up, directing his words mainly to the woman.*Jade: I saw some more on the way here, but they wandered off. I hope they prove to be more reliable than that... that is, if they come at all. A Tense SituationPast or Present?Many people like to roleplay in present tense, realizing that as the game progresses, the events are happening at that time. It mostly makes sense in real-time roleplaying, such as at a tabletop. However, many other people tend to speak in past-tense, especially in forum-based roleplaying, realizing that it's basically like writing a story. You can use the above styles, or your own style, as you choose. There is no right or wrong way to roleplay. But like I said, please pick one and stick with it. It makes it that much easier for others (as well as myself) to keep track of it.
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Posted: Thu Apr 14, 2005 8:35 pm
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Posted: Fri Jun 17, 2005 10:23 am
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