General Information
Roleplaying Terms
Role Play:(aka. rp; roleplay) this is taking on a part, much like you would in a play but instead a chatroom replaces the formal stage; you don't have a script of lines to memorize; there isn't a director telling you where to stand and what to do. In essence, you've stepped into another person's shoes and you're pretending to be that person/being/creature/whatever. Play out childhood fantasies, dreams of flying, etc., etc.
Typist: this is -you- the person behind the character. This is the real live person that is typing the words on the computer.
Character: this is the being/creature/person you've made up. Base it off a comic book character, your own imagination, whatever. This is seperate from the Typist.
Avatar: (aka av) this is the picture someone uses to give their character a face; some sort of identity. It's how the typist identifies the character; imagines the character to look like. You don't necessarily need it to roleplay. It's just something nice to look at while you scroll down the page.
In Character: (aka ic) this means to be in the role of the being/creature/person you've made up. You -are- the character when you are ic.
Out of Character: (aka ooc) this is a term used when the typist wants to say something or do something but not through their character. This is used to present the Typist's ideas and speech. When In Character the typical ooc format is with double bracket ((as such)).
Real Time: (aka r/t; rt) used when the typist is referring to real life situation.
Virtual Time: (aka v/t; vt) used when the typist is referring to the virtual character life situation.
Moder; Godmoder: a character that is invincible. This is a bad thing.
Rulebook vs. Freeform Roleplaying
roleplay online has two main branches: free form and rule books (ranges from white wolf to dungeons and dragons). Both are great systems, both have their ups and downs. Personally, I have tried WW briefly but I found it not to my liking but you may find that it suits your style better.
Prewritten rules are good in that it's a set standard that many people follow, so it makes it a bit simpler in the flow of rp because you don't need to explain what this or that ability allows you to do.
On the other hand...
Free form is exactly that - you make up your own abilities, your own strengths and weaknesses and such. You can be as creative as you want to be. Invent your own creatures/beings, make up new abilities and whatnot.
But there's always a downside...
Prewritten rules and character concepts can be -really- hard to learn and understand. I've taken a peek at a few of the books and they might as well have been written in Russian for all I understood in it. Granted not -all- are hard to understand, there's still the learning your character and 'playing it by the book' deal.
Free form has no rules, no guidelines in creating your character and while that is a good thing, there's always the not so good side. Without any boundaries, it is tempting to give your characters all these super god-like abilities as well as changing or adding abilities when it suits your situation.
There isn't a good side or a bad side to this. Both free form and prewritten guidelines are good to use. Like I stated previously, it just depends on your preference. But there are always a few things to consider when you make your character.
If you're going to follow the guidelines then try to follow it as much as possible. There's no point in creating a ww/d&d character if you're just going to write up your own abilities and such. Might as well go free form. Adding/changing a thing or two slightly, as long as it makes sense is alright; so long as you don't rewrite everything so that you are at the uppermost level, etc.
If you're going to go free form then keep in mind that you should make your abilities as realistic as possible. By realistic I mean that every ability has a weakness, every character has at -least- one weakness the enemy could exploit. These weaknesses don't have to be so blatantly obvious that a half-wit could figure them out (but then again, you might want to play that way) but they shouldn't be so obscure that it's nearly impossible to harm your character. Now, I'm not asking that you write out -every single- weakness your character might have or how to defeat your character and his/her's abilities; simply, I am suggesting that you keep in mind what weaknesses your character will have in its personality or its abilities. If that's a lot to think about it might be helpful to write it down on a personal page or a pad of paper.
In either case, whichever you choose to use, it would work to improve your rp if you had "a good grip on how the character acts, thinks, speaks. They have a "life" all their own, they're convincingly another person if it's done right," ('Ric).
The Goal of Roleplaying
Let me remind all of you that roleplaying is a game that it has no "winners" and no "losers" and, well, no "ending" in that 'live happily ever after' sense. The purpose of roleplay is so that you, the typist, have a way of 'losing' yourself in another world that you can interact in instead of sitting back and watching it (eg. movies, tv, etc.). It is meant to be fun, if you are not having fun when you are rping then the purpose of rping is defeated.
There is no point in creating an invincible character for roleplay because in every situation, (s)he will win and that gets rather routine after several encounters. Roleplaying is the taking on the part of being another person living out their life. There is not greater being marking off points on a paper; there is no end where said points will be tallied up; there is no trophy to win. You roleplay to play, not to win.
Watching Others Roleplay is Helpful
When you are beginning roleplay, there are some players who can be crude, insensitive, impatient people who aren't willing to give you the time of day just because you don't know the rules. Ignore those people. They forget that they were new at roleplaying once and if they met people like themselves when they first started, they probably wouldn't have continued to roleplay. Everyone has to start out as a "newbie," everyone does not roleplay like a pro when they begin. People still don't roleplay well even after years of doing it. It depends on how much effort you put into learning the game.
Another issue I found helpful when learning to roleplay was watching other player's posts. I still do this and this can be a very useful tool in improving your roleplaying. Again, it depends on who you pick up tips from and it doesn't help you to simply watch and not ask questions when you don't understand. Almost all advanced rpers that I have encountered are more than willing to explain and clarify things to anyone who doesn't understand. However, if someone is unwilling to help you, just move on and ask someone else. Don't let a few bad comments stop you from improving yourself.
Roleplaying Mediums
I thought I'd introduce the different type of mediums that are used for roleplaying on the internet. There are several mediums to roleplay with. I'll try to cover all the ones I have been involved in and ones that I have some knowledge about.
The medium I am most familiar with is chatroom roleplay. I believe this is the most common form of roleplay. What happens is that, in the chatroom, one person will post their own post whilst the rest of the persons involved in that roleplay wait their turns. Usually, if there are more than two people involved in a roleplay, an order is established so that posting doesn’t get mixed up. The advantages to this sort of roleplay is that it is posted in real time so, potentially, a lot can get done in a short amount of time. It also allows for more players to get involved since, often, many people (not already involved in the roleplay scene) are also in the room and may jump in and have their characters react with something that has happened with your own roleplay. The disadvantages for this roleplay medium is that while it is possible to get a lot done in a short amount of time, depending on how fast the other parties in your roleplay type and get a post done, it can actually take a few hours to get a short scene finished. Also, if a character has to leave the roleplay, due to some r/t reasons, then the roleplay may be halted indefinately, or the direction of the roleplay was heading in may shift (which may or may not be a good thing). You may also feel the pressure (although you shouldn’t let it try to get to you so bad) to respond quickly, and as such, you may not post as good a quality as you might have were you not feeling the need to respond quickly.
The next medium that I am familiar with is message board roleplay. This is another popular one. Instead of posting in a chatroom, participants are posting in a message board. The advantages of this medium are that each post can be incredibly detailed, as much as you want and can contain more actions/interactions than in a chatroom post. There is also not the pressure to reply immediately and replying can easily fit into your r/t schedule; which means that, even if you are unable to find a huge block of time to roleplay in a chatroom, you are still able to roleplay through the message boards. The history (depending on how the board you roleplay on is set up) is saved so anyone who wants to know what has been going on has the option of going back and reading up. The disadvantages are that it doesn’t always get as much traffic as chatroom so trying to get other people involved is always a little more difficult. Responses won’t happen immediately. It may even take weeks for some people to respond due to difficulties in r/t interruptions. This means that despite being able to write a lot in each post, it may not progress as quickly as a roleplay conducted in a chatroom.
Another medium with roleplay is email based roleplay. This is essentially the same as a message board roleplay except posts are written as responses to emails rather than in a message board. The advantages are it’s very private. Only those who are on the emailing list will be included in the roleplay. It, like message board roleplay, can work with your r/t schedule and can also be very detailed. The disadvntages are that unlike message board or chatroom, it often doesn’t allow for players to jump right in unless they know of the roleplay already. Also, like the message board roleplay, it can take some time to get a scene done. I haven’t done any sort of roleplay with email so I don’t know how the actual format goes but I think it is generally a “reply all” situation so I would imagine your inbox could, potentially, get quite cluttered.
The last sort of medium I will be talking about is messenger roleplays. This is, essentially, a combination of chatroom roleplay and email based roleplay. It’s conducted over messengers like MSN or AIM in a chatroom like format. The advantages are, like the email based roleplay, that it is very private so only those who you invite into the chat conversation will be allowed to join in. And like the chatroom roleplay, a lot in the scene can get done, potentially. The disadvantages are that again, if one has to leave, then the scene may be stopped indefinately and it make take some time for other players to type up a post so there may be a long waiting period.
Action vs. Speaking
In roleplay, whether it is conducted through a chatroom, email, or any other number of roleplay mediums there will most usually, action/description and speech in each post. This means that part of your post will be descriptive, detailing what your character looks like, their thoughts, or their surroundings, etc. And the other part of your post would consist of your character speaking.
What needs to happen then is a way for people to distinguish what part of the post is action/descriptive and what part of the post is the character's speech. An example of that would be:
::Avemano bursted through the rear entrance to the restaurant, having not seen her 'family' in a long time. She was excited to see them, to tell them what she has seen on her travels and, of course, to eat that delicious home cooked-style meal the restaurant was prized for.:: Mama! Guoguo! I'm home! ::She called out, regardless of whether there were customers in the restaurant or not. Most of the regulars were used to that sort of racket anyway.::
The use of double colons (::) brackted the description, clearly segregated that post into their descriptive and speech parts. To be able to make the distinction between the spoken and descriptive parts of a post is incredibly important because it reduces the ambiguity of what a person is doing, saying or thinking. A post such as this:
::Avemano wrinkled her nose at the man who clearly hadn't had a shower in at least a week. She then turned to the woman.:: She thought he was some crazy guy or something.
Now, in this post, we know that Avemano is saying "She thought he was some crazy guy or something" to the woman. But if the post was written as such:
Avemano wrinkled her nose at the man who clearly hadn't had a shower in at least a week. She then turned to the woman. She thought he was some crazy guy or something.
In that same post, without the double colons, we are unsure whether she is speaking to the woman, or it was just a thought Avemano had. So you can understand and see how important it is to have those sort of distinctions.
There are many, many ways to make this distinction. Typically, for my characters, what I put in the double colons would be action unless surrounded by quotation marks (") which would signify thought. And speach would be outside the double colons. Here is a list of a few symbols that are often used:
::
'
" - for speech, usually
*
~
||
[ - ]
{ - }
//
\=
`
Note: the common brackets [ ( - ) ] are not often used because when used as doubles [ (( - )) ] it signifies that the player is speaking OOC
Last edited by
aoisakana on Fri Jan 18, 2008 9:02 pm, edited 1 time in total.