These tips are derived directly from http://www.angelfire.com/nt/TEF/RpgTips.html . This is just about
word-for-word, with the exception of spell check and whatnot. I'm
posting the contents on here so they will not be lost. Note; for some
of the content, viewer discretion is advised. (However it's spelled.)
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*No ladies and gentlemen, I'm not rewriting the Role Players
Handbook, only highlighting some of the keys to help us all become a
little better so we can show those who may need some help become a
little better; and so on...and so on...and so on... The website below
can help us all learn a thing or two about the concept of roleplaying.
It's very informative.
*Nowadays most people enter a room with a well scripted pop-up as a
dessy. It saves the time of having to type it over everytime they enter (like I used to before someone showed me how long ago). Of course you all know this, being the veterans of many many campaigns **snicker**.
Yet sometimes when a stranger enters a room, the first thing that comes
out is a hello followed by the name of that RPer who just entered. Now
how did I know that person's name even though I've never seen him
before? Telepathy? Was his name on a scrap of paper inside a Fortune
Cookie? Not exactly; I was just trying to present a friendly atmosphere
for our new guest. Except that it's not true RPing to know someone's
name if you've never seen them before. Sometimes even greeting them in containments; ( ) or << >>,
isn't good because it can disrupt the flow. Sometimes it's more
appropriate to greet in a private message. It solves the problem of being
able to greet everyone by their name while still setting a friendly
environment. In broken_dagger, Jezabel the bot greets everyone and
explains how her commands work. It frees up the OPs to be more
involved. As our room grows and expands more RPers will be entering the
forest. It's good manners to greet people when they enter our home, but
it isn't always necessary and in a few instances it's not appropriate.
*Another thing that separates good RPers from great RPers is what they
do after entering a room. Most just jump right in and get going like
they're on a stop watch or their Mom is double parked outside the Post
Office and they don't have time to stick around. They don't read the
topic to see what might be happening, they just stumble in not knowing
what situation the room may be in at that particular moment. A more
experienced RPer takes their time, looks around, studies the scenerio,
tries to figure out what's going on, which plot
or storyline is the one they want to become involved in, what's
different about the room from the last time they were here, etc.. Of course
sometimes the choice is taken from them by the chars inside or a clever
host who likes to become involved in the enhancement of a player's
enjoyment. Imagination is a very subjective thing, very open to
manipulation by a good host. (just thought I'd throw that in there)
*Now that we're inside the room, there are things that can determine
what kind or style the room is and it all has to do with the kind of
players that enter; those who learn from experience, and those who are
too stubborn to change. Let me elaborate further. Most of us came upon
our first online RPing experience in a certain room. We entered and saw
how the majority of people were RPing so that's how we "decided"
to RP. Then, after we think we're such experts, we venture out to new
rooms and find out that there are indeed new worlds to conquer. Whereas
in one room RPers say their dialogue in one or two lines, in another
room the RPers type out a paragraph of dialogue, shaping it with the
thoughts, feelings and reactions of their chars. This style takes more
time and some patience but it's also more realistic than the rapid-fire
style of one line dialogue, and in the end it's a far more rewarding
experience. For some people, going to a new place allows them to expand
their char beyond the limitations set either by themselves or their
previous environment while other people are either too stubborn or too
afraid to learn. Just like water will always find the lowest place in
which to settle, a room will find its own niche and carve it out or it
will die.
*My personal feelings about how the style our room should be is simple.
We shouldn't take a step backwards after having come forward. On the
Talk City Server most of us were introduced to online RP in a certain
room whose style was simpler and easier to learn. After awhile (for me) it became tedious and boring. About two years ago I made my way to Starchat and was awed (after being confused).
RPers would type these long paragraphs of dialogue and wouldn't say
ANOTHER WORD until the char it was directed at responded with an
equally huge expanse of words. There were fights IN THE ROOM! I
couldn't believe it. The very first time I wound up in a physical
exchange I was accused of power gaming. I didn't bother putting my OOC
comments in containments and after awhile the OP kicked me for PGing
and excessive arguing. This was definitely a different room from the
one I had come from. What's even better, it was a step up. When I got
the chance I went back to that room and would've made it my home a lot
sooner if I wasn't an OP in that first room. People, we have evolved.
We can no longer be satisfied with the simpler, almost childish ways of
our RPing past. Here before us is the next step up the ladder in
achieving a quality RPing platform. Our ability is the way and StarChat
is the guiding light. I cannot, will not take a step back and I hope
you all feel the same way.
*I am DEFINITELY
not a well of information about how to RP in a quality fashion. All,
and I mean ALL of my ability has come by listening and asking
questions. Then I just go ahead and RP as best I can. I'd like to think
i'm a decent RPer but I don't kid myself. I know there's much more for
me to learn. For those that need it, I've put together some examples of
what we hope to achieve in the style of RP we hope to have in our rooms.
1. Upon entering the room first look at the topic. Is it daytime? Is
the moon out? Are we in the Elven village or in the clearing or maybe
in the Town Square? You should know the situation that the room is in
before you begin RPing. Take some time to get orientated.
2. When spotting someone you know send them a PM asking where they are
in the scene before assuming they are "somewhere." I'm guilty of this
all the time; trying hard to correct this. Or wait until you are
reccognized by that individual and then proceed.
3. Here's where we separate ourselves from being just another ho hum
RPG and us being where serious RPers want to be. When engaging in
discussions try and breathe life into your char. Think about how your
char feels as it reacts to different situations, then throw a little of
that into what you want to say and do. EX1. (Josie walks in sees John and says hi). But what if Josie and John had GREAT SEX the last time they were together? Ex2. (Josie
saunters into Rio Del Negro Cafe with an ease that belies her demeanor.
Spotting John her heart picks up 20 BPM and her mind flashes back to
their previous encounter of passionate love making. She tries to block
out the terrible argument they had after making love. "Hi John" she
says in a nonchallant fashion. Her words say one thing but her heart is
telling quite a different story.)
Now if Josie is good she will allow John to type his response at
length, giving him enough time to say something really smart or
soothing or stupid, which will create another fascinating response
which might end up something like (Josie pulls off her pump and
whacks the insensitive John upside his noggin. She spits in his face
and tells him "You asshole! i hope you fall on a cactus, jewels first!"
She turns and limps out with her shoe in her hand.) Got the idea? Of course that might not be the right thing to say in a medieval setting but you get the picture.
4. When two chars engage in a brawl it's done the same way...give and
take...call and response. It's sort of like a tennis match where one
char tries to hit the other instead of a ball. Ex. (Rough-Rider
places a well aimed stroke with his battle mace at DragonMage's armored
shoulder, trying to shatter bone, spill blood and do as much damage as
he can.) (DragonMage brings his shield up to absorb the blow
from Rough-Rider, then sends his broad sword whistling through the air
with the might of a seasoned BattleMage, attempting to decapacitate his
opponent.) The next question usually is "How is the battle
decided?" That's the wonderful part of it. The outcome is determined by
your ability to roleplay. Ex. (Rough-Rider ducks under the massive
blow aimed at him. Knowing that a swing that strong will leave his
opponent open, if only for a second he times his next swing perfectly
at the exposed back as DM completes his followthrough, aiming for the
weak spot where his armor is hinged.) (DragonMage is caught off guard
and gets hit by the mace. He manages to shift his body so the blow
strikes the stronger part of his armor but it knocks him off balance
and he's sent crashing into a table, smashing it into pieces for the
fire.) RR presses his advantage...DM defends...etc. Now campare that to this: (Rough-Rider
swings at DragonMage smashing his shoulder.) (DragonMage moves at the
last second and cuts RoughRider with his mightY sword across his face)
RR: I hit you first!
DM: I moved then I hacked you with my sword!
RR: Did not. I got you first.
DM: @#%$ you I got off the first blow!
Of course all of that was OOC.