Author Topic: RPG Guide  (Read 10538 times)

Cuddly Khan

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RPG Guide
« on: October 26, 2011, 11:20:53 AM »
I thought this would be a good addition to the "Mafias and RPGs" section of "The Beer Cellar - Forum Games!" section of "The Jolly Boar Inn" section of "Exilian"... of the Internet. :P I just had to add that last part.

NOTE: I did NOT write this, I found it. This Guide may only apply to SOME roleplays as different people have different roleplaying styles. If you are unsure of what to do than just ask the GM or the person in charge of the RP.



DEFINITIONS
GM/DM: Game Master or Dungeon Master. This person moderates the game, and controls all the characters other than the players. Usually they have full control over the setting as well. The best way to view it is as if the players are in a multiplayer computer game; the GM provides the game itself, and all the things they interact with. They usually work out the results of attacks, attempts to persuade NPCs, and so on based on a player's profile. The term "Dungeon Master" is usually specific to Dungeons and Dragons: most other systems refer to them as GMs.

IC - In Character. The opening 'IC:' is used to indicate that the message following it is being made In Character: the message is part of the ongoing story, and all statements contained in it are being made by the fictional character, not by the player. Generally IC is not required: posts are assumed to be in IC unless they are stated to be OOC.

NPC - Non-Player Character. A character in the thread that is not anyone's personal character, NPC's are often brought into threads to be used as cannon fodder (the nameless good/bad guys that get slaughtered), the locals in a bar, the residents of a town or city, merchants, innkeepers, etc....

OOC - Out Of Character. The opening 'OOC:' is used to indicate that the message following it is being made Out Of Character: the message is not part of the ongoing story, but is a remark or comment of the player's.

OOC thread - A thread posted about an ORP thread you plan to start, in order to find out if people are interested, introduce characters, fill specific roles, and/or discuss game related issues (to avoid having OOC comments in the thread. No role playing takes place in an OOC thread.

ORP - Online Role Playing/Online Role Play.

PC - A player character. Usually each player controls the actions one character in an RPG.

RPG - Role Playing Game.

Profile - The mechanical, numbers and objects and skills and monies, representation of a player. This determines what they are able to do and what the effects of that will be (usually with a randomised element).

Backstory - Information about the player that is not part of the profile. Backstory tends to influence player's style of play rather than the effects of their actions.

INTRO
 Role play is called 'role play' because the player plays a role. While it sounds strange to say, this sentence holds the essentials of good role-playing. When you role play you take on a role: you are thinking, doing, and saying things according to the adopted personality you chose for the role: you are not writing about the action, you are one of the participants in the action.

Picture yourself being an actor in a improvisational show: you can only act for yourself, you do not know what the others will do, or what their responses to your actions will be. This is what role-playing is: becoming a fantasy person in a fantasy setting, ready to interact with the fellow participants. Furthermore, you do not know how the world will unfold or is unfolding around you.

HOW TO BEGIN
1. Creating a character
There are two facets to any RPG character: their profile, and their background. Both are vital to get right.

Your profile depends on the rules-system being used for your game. Generally you will have a set of numerical statistics, an inventory of your character's equipment, and some "skills", a career, or something along those lines to show what your character is able to do or is good at. In freestyle RPGs you may not have a defined profile at all, but the majority of RP systems have something of this nature. Your profile allows the GM to work out how effective your actions are, and good play or effective play will be rewarded by profile improvements. Some profile decisions will be taken by the player, and the amount varies; in some systems you have to make all your stats from a predetermined pool of points, choose a class, buy all your equipment, choose a race, buy skills with skill points, others (particularly career based systems) will be much simpler.

Your profile is the mechanical representation of your character; the background is the rest of it. Your character's height and weight and appearance are in here, but also their motivations; who are they, where do they come from? It's vital to keep in with the setting of the game you're playing, so check with the GM on elements you're unsure of. Also make sure it fits your class logically. If my story is one of being from a great noble family, I'd better have a good explanation for why my start career is "apprentice shopkeeper".

2. Joining a game
The GM of a game has full discretion over player numbers. Usually joining mid-game is not done, but if you ask a GM nicely (particularly if a player has died or dropped out) they may be able to fudge you in. Signups are done in the OOC thread usually and work much like a game of mafia (X players sign up with their character ideas, then the game starts). Often players joining later in a campaign will be given some boosts so they are at similar levels to the rest of the party.

3. Starting your own game
 If you've got a good idea for a game you can start your own rather than joining somebody else's thread - usually if you start it, you GM it. It is possible to create a "GM player" which allows you to play in the game as you moderate it, but this is inadvisable as it's far too easy to end up inadvertently favouring yourself since you're creating the challenges/setting and the characters. You must have a good understanding of the game system you want to use, or for a freestyle game make sure you have a lot of detail to your world to avoid the game meandering tons. Make sure you explain CLEARLY in the signup thread what profile decisions players need to take.
« Last Edit: March 31, 2014, 02:19:30 PM by Jubal »
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Re: Guide To Online Role Playing
« Reply #1 on: October 26, 2011, 11:22:05 AM »
HOW TO PARTICIPATE IN A THREAD
The mechanics of posting


1. Identify what character you are playing
In some unusual situations, you may be playing more than one character - in general each player only has one as multiple characters per player can become extremely convoluted. If you're playing more than one character it is essential that you clearly define which player you are acting and speaking for. This is easily done by putting the characters name before their actions like this:

Bordo:
Slowly shaking his head back to consciousness, Bordo opens his eyes and looks around for his companions. "Hello? Anyone still around?" Realizing he is alone, Bordo figures the group must have traveled on, thinking him dead. Muttering to himself about fair weathered friends, Bordo casts around for a moment until he finds the group's obvious trail.

This method can also be used instead of putting IC before the post, and is a good habit to get into, even if you have no OOC comments to make, since it will make certain that everyone always knows who your character is (in threads with lots of other players, or ones that have just started, it is easy to become confused about which characters everyone is playing).

2. Distinguish between actions and dialogue
 In you posts make sure to differentiate between dialogue and descriptions/actions. This easily done by using quotes (") around dialogue, in the same way you would if you were writing a story. Other ways to do it include using double colons (::) or asterisks (*) around non-dialogue. The previous example was written using quotes, here is an example of that same post written using asterisks:

Bordo:
 *slowly shaking his head back to consciousness, Bordo opens his eyes and looks around for his companions* Hello? Anyone still around? *realizing he is alone, Bordo figures the group must have traveled on, thinking him dead. Muttering to himself about fair weathered friends, Bordo casts around for a moment until he finds the group's obvious trail*

3. Distinguish between OOC and IC dialogue
 Try not to post too much OOC diologue when role playing, but when you do have post some, make sure to indicate it's out of character:

OOC: Hey guys, sorry I've been away, can't wait to get back into this...

Bordo:
Slowly shaking his head back to consciousness, Bordo opens his eyes and looks around for his companions. "Hello? Anyone still around?" Realizing he is alone, Bordo figures the group must have traveled on, thinking him dead. Muttering to himself about fair weathered friends, Bordo casts around for a moment and looks for the group's trail.

4. Stay involved with the story line
Try to keep your posts involved with the main storyline: nothing is more annoying than to see the flow of a story interrupted by unrelated side-plots, and nothing's more annoying for a GM than having to introduce them. That's not saying that side-plots aren't good, they often are, but things should keep moving along the main storyline as if you're reading a novel. Think of it this way, Stephen King may introduce a character that 'seems' to be out of nowhere, and 'seems' to have no relevance to the rest of the story, but you know that the character will turn out to have some sort of relevance to the main plot.

5. Respect the GM's oversight
In any non-freestyle RPGs, the most important and classic mistake is failing to remember that it's the GM's job to construct the setting. Players should not introduce or control aspects of the world that are plot-relevant. Avoid narrating the results of your own actions. From experience, it can get bewildering very, very quickly as a GM if bits you've planned about the world keep suddenly changing on the fly; it also defeats the point of having a stat system if players narrate results of actions.

So things that are good:
"I decide to have a go and swing my axe at the big oak door."
Whereas avoid:
"I swing my axe at the big oak door, and it crumbles into dust" -> the GM should be making a roll for this
"I swing my axe at the big oak door - but then notice it's actually made of beech and has a pickable lock" -> the GM provides that sort of information preferably
"I swing my axe at the big oak door, and a random stranger then turns up and gives me pixie dust" -> Now you're just being silly!

Interacting with the other players
1. Read all the posts
 It is essential that you read everyone else's posts! Read all the posts in the thread before you post to it for the first time, so that understand the storyline before adding to it. Also, always read all the posts since the last one you posted before posting again. Not only is this the only way to maintain the continuity of a story, you will also find that the other players in a thread will respond much more positively to you, if you know what's going on in the thread before you add to it.

2. Do not invalidate another player's posts
 You must never directly invalidate what someone else has said. For example:

Character A: "That's a nice hat you're wearing."
Character B: "I'm not wearing a hat."

 B cannot deny the existence of the hat once A has mentioned it: if B does not wish to be wearing a hat, they will have to get rid it somehow. For example, an acceptable reaction (if B is a mage) would be:

Character A: "That's a nice hat you're wearing."
 Character B: Snapping his fingers and saying, in a loud voice, "Grizlo!" This causes the hat to vanish, at which point he replies, "What hat? I'm not wearing a hat."

3. Remember that you do not control the plot
When playing, remember the above rule about GMs and that it applies to players as well - you can't control others' actions. In a freestyle RPG, where you're actively building the setting, all players have equal rights (unless agreed upon differently) in influencing the development of the story. This means that just because you want the plot to go in a distinct direction, does not necessarily mean it will happen. You cannot force everyone else to do things the way you want: you have to use your intelligence and creativity ? just as you would in real life ? to influence the scene.

4. Do not act for another player
Of course we all want people to react the way we would like them to, so we can get on with our own plans, but you cannot decide how other characters - PC or NPC - will react to your actions. You cannot make decisions and act for others: you can only act for yourself, and you can only speak for yourself. This is an extremely important rule to remember: not only because it is often very tempting to break it, but also because breaking it is virtually guaranteed to piss other players off.

Bad: I hefted the loot onto my back and ran up towards Bolgog, grabbed my Ogre friend by the hand, and ran away with him across the bridge, ducking behind his armour as the town guard shot at us, hitting an innocent bystander and dashing his brains out.
Here the player has controlled Bolgog: what if the Ogre didn't want to run away across the bridge and act as a meat shield, and instead would have surrendered? Similarly, the town guard and the bystander have all been appropriated: the player may not know that the guard commander is actually a very moral man who will stop his men shooting if there's a bystander nearby.
Good: I heft the loot onto my back and run through the street as fast as I can, taking care to keep a tight grip on the bag with one hand and have my other free in case I need to draw my sword. I shout to Bolgog that we need to run across the bridge and lose ourselves in the crowd, and grab his hand to pull him with me.
This is an equally interesting & detailed post, but focusses exclusively on the player and their actions. Bolgog's player and the GM now both have full freedom as to how they will respond.

In some systems, particularly freestyle ones, there is room for flexibility in this rule: sometimes some patterns of behaviour can be taken for granted, given the development of a character and a story. The degree of this flexibility will vary widely from thread to thread. Once you have developed a 'feeling' for the characters (and their creators!) involved you may become more confident in anticipating reactions or actions of your co-players, allowing you to involve them in your posts in order to speed up the action. This should only be done in freestyle systems where no dicerolls etc are needed.

 To sum up: the safer you want to be not to piss off any co-players, and the less familiar you are with them and their characters, the stricter you should stick to this rule.

5. Ending a post in an active thread
Give your fellow players something to work on, invite their reaction/that of the GM.

6. Leaving a thread for an extended period or for good
Write your character out of the action or find someone willing to replace you: don't just abandon your character, forcing others to take it over for you.
« Last Edit: March 31, 2014, 02:34:54 PM by Jubal »
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Cuddly Khan

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Re: Guide To Online Role Playing
« Reply #2 on: October 26, 2011, 12:30:47 PM »
Combat
 When it comes to combat you need to get to the point with the move, and make it, but there are no auto-connects and no auto-kills. A example of an acceptable move (with basic characters) is as follows:

Character A runs forward and swings his/her sword at character B.

Such a move leaves the following options for your opponent:

Character B has the opportunity to block
Character B has the opportunity to counter
Character B has the opportunity to accept the hit
Character B has the opportunity to run away

All of which are acceptable reactions, and keep the role playing environment fun for everyone, while still allowing player-to-player combat.

HOW TO WRITE
What follows is only a brief discussion of good writing techniques.

Why should I give a rat's ass about this; I just want to RP!
Following the guidelines discussed above will ensure that threads run smoothly, but will not to make them fun or interesting. The responsibility for this lies with every player involved in a thread, and depends upon the quality of their posts. This is where those writing skills come in: no matter how good an imagination you have, if your posts are boring, or your grammar and/or spelling are so bad that your posts incomprehensible, then you will not be helping to make the thread fun.

Avoid boring other players to death
Consider the following post by player 1:

Alphonso:
*enters the room and shuts the door*
What do you mean I owe you money?

This post follows all the basic rules of role playing, but it's about as much fun to read as the ingredient list on a box of All Bran. If this is what your posts look like then no one is going to enjoy role playing with you. Compare the above example with this alternative post, describing the same scene, by player 2:

Alphonso:
Slamming the door as he entered the room, Alphonso rounded angrily on Hawthor, the imperious looking elf sitting at the table. "What do you mean I owe you money?!" He shouted, waving the paper IOU he had received in the elf's face.

By including descriptive details Player 2 draws the reader into the scene, making it seem real, and thus making it interesting. Descriptions are the key, and every action, observation, or comment is an opportunity for you to make your character come alive. Use these opportunities - it's not hard to do! Let's say your character, Alphonso, is shutting a door, here are just a few things you could describe through this action: how he shuts it, why he shut it that way, what sort of door it is, what notice (if any) do NPC's take of the door shutting, etc.

One caveat to this recommendation is that, unless you are just going for comic effect, do not go overboard on the descriptions. Too much describing will make a scene 'farcical' rather than 'alive', and will make it difficult for readers to figure out what is actually taking place. For example, consider this post by player 3:

Alphonso:
Slamming the stultifyingly solid wooden door, decadently carved with figures of voluptuous naked women frolicking erotically with well endowed satyrs, into its cold steel frame like an enraged beast, as he swept authoritatively into the room; Alphonso wrathfully rounded upon Hawthor.

The almost frightfully tall, and diabolically imperious-looking, elf was sitting sheepishly at the small iron table in the corner of the elegantly furnished chamber, and sipping prosaically from a fine bone china cup, upon which the arrival of the dark, slaughtering hordes of Hell upon the golden beaches of Illian was depicted in loving detail.

"What do you mean I owe you money?!" Alphonso exclaimed vociferously, his flushed face contorted into a mask of seething fury, and waving the paper IOU he had received that morning in the elf's pale, but excruciatingly handsome, dignified face.

Player 3's post is certainly not boring, but it packs in such a ridiculous amount of description that the character's actions (entering the room, etc.) are getting lost amidst the 'frolicking maidens' and 'slaughtering hordes'.

Quick guide to writing, for Online Roleplaying
This isn't RP advice, this is writing advice, because that's what's going on here: you are writing a story. The key word here is story. What are stories? They are long strings of words arranged in an easily understood format to advance a plot and develop characters. A role playing thread is an ongoing story written by a group of people, working together, to create something that's not only enjoyable, but interesting.

1. Tenses
Pick one for yourself and stick with it. Not everyone in the thread has to use past tense or present tense. However, if you start with past tense, stick with it. Don't use a different tense every other post.

2. Point of view
What point of view should I write it in? First person or third person? It doesn't matter what POV you use, just pick one and stick with it as well. Again, it doesn't matter what everyone else in the thread is using either.

A caveat for both of these points: If the thread has been predominantly one tense or POV, then it's usually more comfortable to pick those up and run with them.

3. Formatting
You are part of a story, so it should be written as a story. Not because the great KM says so, but simply because people will be reading this, including yourself. Using paragraphs, as I've used here, and standard writing, will go a long way to making a better RP. This is a clarity issue, not a style issue: you're communicating not only with me the reader, but with other players, and you don't want them to misunderstand you. Clarity is more important in an RP than individuality.

4. Mechanics of writing
Icky things like spelling, capitalization, grammar, and punctuation. No one here expects perfection. No one expects anyone else to go out of their way to make sure everything is as good as it gets. The expectation is, however, that you try to use your best mechanics, rather than just lazily throwing something down and posting it. You aren't working 'real time' here: you have enough time to stop and read over what you've written to correct any glaring errors that crop up. Or, if you don't trust your proofreading skills, you can even paste what you've written into a word processor and run a spell and/or grammar check on it.

There are RPers that I simply will not write with, on the rare occasion that I stick my face in here as a writer. It's not because of their story lines or their characters. It's because they have sloppy mechanics, poor formatting, and no respect for the people who have to read it. Individuality and style are great things, but they should come out with the story and in the characters, not in the way you put the words in the post.

Sorry for the many words in these posts. When I read it, it didn't seem so long. And also again just for clarification I DID NOT write this. :P
« Last Edit: March 31, 2014, 08:15:45 AM by The Khan »
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Re: Guide To Online Role Playing
« Reply #3 on: October 27, 2011, 07:44:51 AM »
Got rid of that extra for you.
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Cuddly Khan

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Re: Guide To Online Role Playing
« Reply #4 on: October 27, 2011, 07:46:40 AM »
Thanks. The Internet was messing up at the time. Maybe thats why it did that.
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Jubal

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Re: Guide To Online Role Playing
« Reply #5 on: October 27, 2011, 02:11:47 PM »
I'm going to go through and change this at some stage if that's OK?

Some of the distinctions made by pure ORP sites like LE are actually quite unusual, and so in most cases some of the definitions/guidelines are wrong. For example, a GM/DM - the vast majorty of RPers call it a DM when playing D&D, hence "dungeon master", and a GM for any other game. There's usually no functional difference. Furthermore, totally freestyle RPing gets kinda crap fairly quickly as soon as the players realise that they can make the other characters do stuff (which is why I advise against describing beyond your own character; the aim of an RPG is to live through a story and act in it, not to morph the world around you into the ideal outcomes).
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Cuddly Khan

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Re: Guide To Online Role Playing
« Reply #6 on: October 28, 2011, 08:03:08 AM »
I got a bit lost there. Because you can't make other characters do stuff if you put it in the rules that they're not allowed to. :)
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Re: Guide To Online Role Playing
« Reply #7 on: October 29, 2011, 04:33:32 PM »
Yes, hence why there are rules and a GM to make them do stuff. I'm just saying that LE's RPGs end up being awful because players find themselves building the world instead of trying to live in it. ;)
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Re: Guide To Online Role Playing
« Reply #8 on: October 29, 2011, 06:05:36 PM »
I played a really good one once about the Roman Empire IN SPACE!!!


Much better than it sounds, I also made my best ever RP character Dr. Feruss Cain he was mad.
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Re: Guide To Online Role Playing
« Reply #9 on: October 30, 2011, 01:16:00 AM »
LOL. The name fits. ;D
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Re: Guide To Online Role Playing
« Reply #10 on: October 30, 2011, 09:28:35 PM »
Finished some edits to the first post, 2 more to go.

I am changing a lot of this, but then again I suspect I'll be doing a lot of the GMing here so it makes sense if it fits the relatively rules-based, story-driven RPGs I tend to run and play.  :P
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Re: Guide To Online Role Playing
« Reply #11 on: October 31, 2011, 05:07:19 AM »
:) Yeah. I don't mind you changing this. Like I said before, I didn't do any of this. I just thought that if we were going to have an area for RPGs than this should be in here.
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Re: Guide To Online Role Playing
« Reply #12 on: December 06, 2011, 11:48:28 AM »
Yes, hence why there are rules and a GM to make them do stuff. I'm just saying that LE's RPGs end up being awful because players find themselves building the world instead of trying to live in it. ;)

Wait a second. How did you know it was LE?
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Re: Guide To Online Role Playing
« Reply #13 on: December 06, 2011, 09:24:10 PM »
Because it mentioned it several times in the text.  :P
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Re: Guide To Online Role Playing
« Reply #14 on: December 07, 2011, 05:03:57 AM »
????????? I can't see it.
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