Author Topic: Tips/Advice Articles: General Role Playing
NaboosPrincess  14971 posts
Title: Manager Emeritus
Registered: May '01
6907_Anakin and Padme
Date Posted: 3/12/06 8:41pm Subject: Tips/Advice Articles: General Role Playing - Date Edited: 3/25 7:34pm (5 edits total) Edited By: Saintheart
Please use this thread to post general Role Playing tips and advice. This is for GENERAL topics ONLY (things that relate to almost all games, regardless of theme or content.) It is NOT for topics that do not fit anywhere else. If you would like to post something on a specific topic that doesn't fit in an existing thread, please PM the moderators to look into getting a dedicated thread for that topic. happy

 

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NaboosPrincess  14971 posts
Title: Manager Emeritus
Registered: May '01
6907_Anakin and Padme
Date Posted: 3/12/06 8:45pm Subject: RE: General Role Playing Tips and Advice
Here are some tips from the old "Training Grounds and Informational Thread" to start us off!


GENERAL ROLEPLAYING
  • General Guide to Improving Your Role Playing Experience

  • Participation in RPGs

  • Basic Gaming Information

  • Basic RPing Tips

  • Answers to Some Misc. Questions



General Guide to improving your Role Playing experience, by LightSide-Apprentice


Firstly and most importantly, it might be wise to outline some suggested methods as to how you may be able to increase the quality of your posts, your Role Playing experience and the quality of your interaction with other players and/or characters.

Before I continue, I'd like to make a note that these are my own personal opinions. As such they might not be shared or widely accepted by our fellow members at the RPF. My intention is to provide advice. Whether or not that advice is adopted is another matter entirely. The choice is ultimately yours. It is my sincere hope that posts such as this will not be ignored, but rather taken to heart and used as a reference to growing as a Role Player.


If you're just starting off and you're unsure as to how to Role Play, don't be afraid to ask some of your fellow players for advice and/or tips. I'm sure that most, if not all, would be willing to take some time out to help someone in need.

Good Role Players are made, not born. Just because someone else might be better than you at Role Playing, it doesn't mean you can't do the same thing. With time and effort becoming a Veteran Role Player is quite an easy task.

Don't be intimidated by your fellow Role Players. Watch and learn from them. They can often teach you more than you'd be able to learn if you were alone.

Never give up. While in some cases there might not seem to be solutions, facing defeat is something you'll deal with sooner or later. It's how you deal with that which is important. You always have the option to make a new character, join a new thread, a new faction and/or learn from the mistakes you've made in the past.

One of the most important pieces of all, is to remember it is an RPG. You are there to have fun and to interact with other characters and players. Don't take things too seriously and remember to always enjoy yourself.



Participation in RPGs, by LightSide-Apprentice

NOTE: This post is designed to provide an opinion on the differences between 'smaller' RPGs and 'larger' ones, in general, and is intended to be of particular use for newcomers to the RPF and/or more inexperienced players. I hope you find it of use.


Participating in smaller RPGs:

It's not uncommon for player to prefer participation in smaller RPGs. This is often a wise choice for beginners as the game tends to be easier to follow and is often, yet not always, a little slower-paced to allow for all players a chance to keep up with events.

While playing in such RPGs it's important to get to know your fellow players (characters) in order to allow you to interact with them. The purpose of the RPF is to provide a community for Role Players. It's no fun being alone. By knowing some of the other players and characters in your RPG you can better learn from them and play with them.

Smaller threads have the advantage, generally, of a lower player count. This leads to less trouble learning who is who and what exactly is going on. It often reduces confusion and allows for bonding between all players.

Keep an eye on as many posts as you can. If you are unable to read them all, be sure to read those that are directed to you and/or characters that you are interested in or wish to keep an eye on. This is made especially easy if the game's players use 'tags'.


Participating in larger RPGs:

Larger RPGs are often difficult to find acceptance into. They are generally filled with large amounts of players and tend to have many posts that are often difficult to keep up with. To avoid getting lost, it helps to focus on the smaller picture. That is, concerntrate on the workings of your own faction or team. Keep an eye on a few characters and players whose posts interest or effect you and monitor them.

These RPGs are large communities and it is not always possible for you to interact with every player. Instead concentrate on one thing at a time. Work on improving your own character, before you start worrying about other players' characters.

In having a high post count, these RPGs are often best suited to dedicated Role Players who have the time needed to make a genuine effort to the RPG. If you're short on time and have troubles using the internet, it might be wise to consider joining a smaller RPG.

It might be impossible to view every post that is made. As such, be sure to know what events are occurring that will have an effect on you. Focus on your status, before looking at the bigger picture.


Basic Gaming Information, by Ktala

These rules are pretty much the norm for MOST RPG boards.
***************************************************
READ PEOPLE..READ..and READ..and then READ it again before you post. Expecially the GM's rules. If your not sure...send a message to the GM.

***************************************************

Look at the game that the GM has set up. They should state what kind of chracter the GM is looking for, for their game. They will have a chracter sheet, or at least mention what stats they will need for a chracter.

***************************************************
1. No Auto-hitting. This is a fairly basic rule. It means do not assume someone else's reaction, because they might have a different idea for what their character is doing. You may suggest a reaction, such as the amount of damage taken from an attack, but if they can think of a viable reason as to why they shouldn't take that damage, so be it.

2. No God-moding. Another simple, yet easy-to-break rule. If you aren't familiar with the term, it basically means no creating characters with no weakness, no superweapons, etc. Also falling into this category is creating a character with things they shouldn't have. For example, you could not start Joe Blow with a Deathstar. This brings up another part of the rule: Superweapons. Superweapons are not tolerated. If your not sure, ask.

3. No using OOC information. This rule simply states that you shouldn't use things you know OOC, or Out of Character, in character(IC). All that means is just because you know something, your character doesn't. If your character has a reason to know something and you can explain it when asked, then more power to you, but "He knows through the Force" isn't going to save you, so be prepared to back yourself up. If you cannot prove your character should know, then other players can disregard your presence in that scene.

4. Do not manage other people's characters in any way, shape, or form. This means that you cannot control them, post damage for them, etc. UNLESS THEY GIVE YOU PERMISSION. This includes the NON-PLAYER CHRACTERS (NPC's) that the GM is running as well...unless told otherwise.

5. Dont kill off anothers chracter. (Unless the GM states that is ok in the game.)

6. No profanity.

7. Have fun! - Well..only if ya really want to!
-----------------------
Other General thoughts:
Do not post too many actions on one post.

MOST RPG's (Not all) on the board are what most call a 'free form' RPG, meaning you write what your character does. This RPG works best if everyone participates fairly, accepting damage, responding to attacks/questions/etc....

********************************
Since it is a free form rpg, battles usually will run as turn based. You make your attack..then you WAIT till you are told what the effect was, and return attacks, if any. You dont get to swing and say you slayed the baddie in one shot. (and vice versa.)

*********************************

If you are a new player, let the GM know. Most are quite willing to work with you to understand how their game will run. Each GM runs their game a bit diffrent. Some are more relaxed in the rules, while others are strict.

***********
Other Nice to know stuff:

I have seen other people say that your chracter's name does not matter. While this is true up to a point, most veteran players DONT want to play with a Jedi named Spiffy, BOB, X, or any other silly name. It kills the atmosphere of the game. It also makes it look like you put no thought into the chracter at ALL. And while not everyone puts some thought about their chracters some DO. Dont wanna see Darth Grand Slam, or Imperial Intelligence Agent Rambo.

Have Patience. GM's dont like Impatience folks who want actions straight away and expect battles immediately. They have to deal with everyone fairly. Not ALL games are just one battle after another. Some actually had plots.

You chracter is NOT Imortal. Or all powerful. So play like it. It you are hit..take the damage, unless you can come up with a GOOD reason why you would not be injured. This is for ALL chracters.

DONT ARGUE IN THE GAME. If you have a dissagreement about something. Send a message to the person running the game. A small note questioning something in the game is fine. But anything more than that, needs to go someplace else.

*****
Common Abreviations:

TAG: Used to bring attention that you calling for another chracter to respond to your post.
OOC: = Out Of Charactor.
BIC or IC= Back In Charactor (Not the name brand lighter .) or In Charactor.

These are like a memo to the others. Best not to use the "OOC" too often.

Rp or RPG= Role Play, or Role Play Game.


Basic RPing Tips, by Zaarin

I probably have no right to be teaching here, but someone asked me to, so, here I am.

Good day, newcomers, to the Role Playing Forum.

I'm Zaarin, and, on and off, I've been roleplaying on the JC since '01.

Man, I feel old.

Anyway, I've come here to talk about how an RP is written.

RPs are much like novels. Imagine, for a moment, your name is Timothy Zahn, Michael A Stackpole or that Crispin woman.

Say you are writing for the IBOP RP. Pretend there is a large, leatherbound hardcover book with IBOP written in beautiful gold leaf script on the cover.

When you open up this hardcover, a few pages are full, but most of it is blank.

You, my RPing friend, have the pen to complete this masterpiece in the making.

Of course, many a potential master has been dragged down to a mediocre writer for many reasons.

Poor grammar, spelling and formatting is one of those reasons.

Truly, punctuation can really change the meaning of your sentences. "Zaarin's brother, Ruslan, drank some blue milk." has a different meaning to "Zaarin's brother Ruslan drank some blue milk." They are both legitimate sentences, no doubt about it.

However, the commas change the meaning. In the first sentence, "Zaarin's brother, Ruslan," implies that Zaarin has more than one brother, and that Ruslan is the one being mentioned. However, the second sentence is just naming the one brother he has.

That was a pretty poor example, I grant you, but I hope you understand that something as insignificant as "," can give new meaning to a sentence.

Grammar is also monumentally imporant. Take the words 'atypical' and 'a typical'. They are two antonyms, that is, words with opposite meaning. "A typical ISD floated above the planet." means that there is a garden variety ISD over your planet.

But "Atypical ISD floated over the planet." means, albeit in a poorly phrased manner, that an unusual ISD is over the planet. Now, we can't be sure if you forgot to put the space between 'a' and 'typical' or whether you forgot to include the word 'the' or 'an'!

So we can't be sure if it's a normal or unusual ISD if you don't use good grammar. This could lead to charges of godmodding. Say your atypical ISD is equipped with 60 superlasers, but people think it's just a typical ISD, they'll say "GODMODER!!!11!!@11!1!" when you destroy 60 planets simulatenously.

Also, even if your sentences make perfect sense, perfectly spelled and perfectly constructed grammatically, there can still be faults!

Capitalisation is imporant if you don't want to look n00bish.

"The ISD Triumph, under the command of Rear Admiral Rachman began to bombard Pelemax, in accordance to the Tarkin Doctrine." Sounds professional, yes?

"the isd triumph, under the command of rear admiral rachman began to bombarb pelemax, in accordance to the tarkin doctrine." Sounds n00btastic. Also note the lack of markup code in the name of the ship, the Triumph. Ship names are always italicised, or, if handwritten, put in quotation marks. However, since we can, we italicise on these boards.

And now, to demonstrate 'teh ideal post'. It's a post from IBOP by CmdrMitthrawnuruodo, who we all call Mitthy for purposes of retaining our sanity. My comments are underlined and in brackets. Mitthy indents his RPs slightly, but there is no need to do so. If you want to, go ahead. For purposes of simplicity, I haven't bothered to transcribe the indentations.

Group Captain William "Striker" Stryder (Telling the reader which character this particular RP is about is a good idea. Also note that ranks, when addressing a person, are capitalised. However, you are not "promoted to Admiral", you are "promoted to admiral". However, you will refer to Admiral Tyarr as, well, Admiral Tyarr, not admiral Tyarr. Also, I really hope I don't need to tell you to capitalise people's names.)

Starfighter Docks, SSD Knight Hammer - Imperial Center (Telling the reader the setting is a good idea, too.)

Clang! (You don't need to italicise onomatopoetic words, but it's always good to do so)

Several curses floated up from the ion engine of the TIE Defender and the owner of the expliciate phrases appeared rubbing the top of his head and holding a hydrospanner in another hand. "Stupid machine." Striker (Some RPers make character named bold, but this is optional) scolded the inanimate vessel.

"Having problems with your TIE, Captain?" A female Chiss asked from the walkway to his left. She wore the black uniform of an Imperial (Imperial, Rebel, New Republic etc are all proper nouns. Capitalise them.) pilot with the green piping along the shoulders and down the arm, identical to Striker's uniform.

"Yeah. It's fighting the improvments I'm trying to give it." He jested and tossed the hydrospanner into the toolbox and wiping his hands clean of most of the grease. The ace pilot climbed the ladder to the walkway and joined Shawnkyr.

"I wanted to congratulate you on your promotion." She said once he had joined her on the walkway.

"You mean re-promotion." (Emphasised word italicised: good one, Mitthy) Striker leaned against the railing of the walkway and gazed his blue eyes on the female. She was tall, well-fit, and slightly masculine from working out with weights. Shawnkyr probably could pin down and hold a full grown man on her own. The thought and studying his friend almost made Striker want that to happen to him.

(In the name of God, paragraph your RPs. Please, I beg of you. When the subject changes, make a new paragraph. It chops your RP into digestable chunks; a big block of text is intimidating, paragraphs are not.)

If Shawnkyr caught his look, she made no indication that she did. Instead she continued the conversation as if he had not looked at her any other way other than as a friend and fellow soldier. "Do you get to keep it this time or will someone else make you a Wing Commander again?"

(Another time to put things on a new line is during conversations. Do as Mitthy does when characters talk to each other.)

"It's permenant this time. Though I would have prefered the rank of Major."

"Why are we here?" She asked him.

"In the Known Galaxy or the Knight Hammer (Yay, italicised!) itself?"

"Both."

"Well for starters you guys followed me back." William answered and shifted his position on the railing so that his back faced his TIE Defender (Do not italicise ship models, like TIE Fighter. Do, however, italicise ship names, such as ISD Invincible) and he stared out at the other rows of Imperial starfighters. "I returned because I thought it could help boost my career. And I thought perhaps upon returning I would be engaged in dogfights against the rebellion. But with the cease-fire, doesn't look like it'll happen any time soon."

"You did not hear the latest transmission from Mon Mothma?"

"What transmission?" He asked curiously.

"Apparently we attacked Brentaal (Planet names are proper nouns. Capitalise them.) and they are beginning to retaliate. So the cease-fire is off." Shawnkyr answered calmly.

"Good."

That's the end of the post.

In that particular RP Mitth did, there was no need to 'tag' anybody. However, if your RP needs to be continued, say, you are holding a gun to the head of another character and need to get a response from them, you will tag them. For example:

Zaarin held the blaster right up to his temple.

"I dislike your attitude. Please provide the answers I have requested."

TAG SuperJedi999999

And there you have it. The Zaarin RP course.

Go forth and produce superior quality RPs, newcomers!


Answers to Some Questions, by Ktala

Gee..since no one has responded...I guess I'll take a crack at Some of them. Dont like my response, then dont use them.
Man..I said a FEW questions! grin

-Is vagueness ever an asset?
As far as other player chracters..most definatelly, depending on your chracter. But you should never be vague to the point the GM is lost. Also, being to vague, risks draging down the game, if folks have no clue as to your chracter. So, in moderation, it should be fine.

-Is it alright to role-play characters who are not suited to teamwork, or should characters be creator to fill niches?
In a DnD type setting, usually a party is created, and chracters fill certain things needed. In an rpg setting, you can make charcters anyway you seem fit. But remember, being a lone wolf is fine..until you need help. Even a lone wolf, will team with folks, when necessary. There are times thought, when even a lone wolf is useful in a campaign.

-Do people ever create characters who are average people, and why not?
On average, not many folks create average folks. Why? Because my stories are trying to tell an epic story of some type. The heros rushing in, to save another group of folks. If the GM makes a game, where for example, the citizens of a town, must deal with some type of invasion, then you can play that type of chracter. But average folks dont usually go ship hoping, travelling around with jedi, and dueling with sith. It can be done, working togeher with the GM.

-Is it fair to create short-term characters who tell their story and die tragically, or should this always be left to the GM-controlled NPC's?
Nothing wrong with that type of chracter. Again, this usually depends on the GM, or an event that happens that a character can die, perhaps saving others. Makes for good storytelling. Not everybody makes it out.

-How much mystery should be kept surrounding a character? Should one rush to try to reveal as much as possible and develop a character expediently or is it better to gradually leak out facts?
Why would you want to rush? It is better to gradually leak out facts. More fun, if you have a game, that is running into several sequals. It allows the chracter to grow. Some things wont be known, until an event triggers it. Why spoil it?

-What are some good ways to make a character more interesting?
Flaws. You cant be good at everything. It might take awhile to find out what that flaw is, but you can give hints tru the game. Helps to really play the chracter. Each chracter should have their own personality. Creating an detailed background, also helps alot, in making each chracter more distinct. Not every hero's parent are dead, family slaughtered, or some other horrible fate. Having a rough idea on what drives the chracter, makes it easier to portray the chracter.

 

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LightWarden  2438 posts
Registered: Oct '01
19249_20-Sided Die
Date Posted: 3/30/06 7:39am Subject: RE: Tips/Advice Articles: General Role Playing - Date Edited: 3/30/06 8:12am (2 edits total) Edited By: LightWarden
Down with Omniscience

Well, I've got more to say about this, but I've got class. This is just a filler.

 

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LightWarden  2438 posts
Registered: Oct '01
19249_20-Sided Die
Date Posted: 3/30/06 7:31pm Subject: RE: Tips/Advice Articles: General Role Playing - Date Edited: 3/30/06 7:41pm (1 edits total) Edited By: LightWarden
And apparently I ran out of time on the edit. New post then.

Players, Characters, and Knowledge

For the sake of being specific, "omniscience" refers to the capability to know everything. Narrators and players are omniscient, at least by the standards of the game. Characters aren't. It's a difficult line to walk, seperating player and character knowledge.

As a player, you know a lot of things, such as what's going in other posts, what's the other characters are thinking and doing. It makes for good reading for those who aren't playing, because it's not fun to be left sitting and scratching your head as you watch stuff go on. But sometimes knowledge from your end seeps into your character's actions, and that's not quite as much fun. In fact, there's a word for it, and it's called metagaming, using information for your character that he's not automatically privy to. It's a part of the game, almost inextricable, but it can be minimized.

As a character, odds are you won't always know what's going on, what sort of things you're facing, or what dangers lurk ahead, even if (and especially if) you as a player do. There are going to be things in the multiverse that you just can't place, and traps you're going to walk right into. And the hardest part of it is actually doing so, letting yourself take your character and think "okay, he bungled" without someone forcing you to do it. It can be very hard to act decieved, surprised, or ignorant unless you're genuinely decieved, surprised, or ignorant. You can come up with a reason for why your character does something just as easily as you can come up with an action based on reason. But then there's a problem with that. Ignorance is bliss, duplicity is hell. For example, there's a character build I really like who is an illusionist, specializing in tricking the senses with abilities. Problem is, if I wanted to play him in an RPG and actually be effective, I'd have to resort to decieving the players themselves, unless I could be certain that the players wouldn't actually have all their characters say "oh, that's an illusion, ignore it." And while decieving others might be fun, having people move in secret against you all the time certainly isn't. At the extreme, it can even lead to paranoia, which isn't fun if you're the one who's paranoid. An occasional feint is great, as is having a trick or two up your sleeve, but do you really want to spend an entire game lying to people and worrying about if they're lying to you?

The point is, let your characters blank on things, let them fail to comprehend at times. It's hard to do, but there's an upside too. Your character knows things that many of you don't know, like how to treat injuries or hot-wire vehicles, or hack supercomputers or ride horses. Having that knowledge helps, but it's not required. All you've got to do is post the occasional technobabble and hope no one calls your bluff. Maybe the GM might even tell you things that your character knows but you don't know, owing to their own skills. Honesty is a cleaner policy.

 

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Strange how one small thing can determine the fate of so many... especially if it's a twenty-sided die
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Dark-Enigma  792 posts
Registered: Feb '06
Date Posted: 3/31/06 5:13pm Subject: RE: Tips/Advice Articles: General Role Playing
I would like to add a contribution to the thread, if I may. happy




~Character Reflections~

One thing that I’ve noticed in my role-playing career is the rarity of character flashbacks. Hopefully this can promote this highly underrated area of role-playing art, and thus incorporate it into more role-players' agendas.

Yes, we've all heard it. The character with the shaky past, the one who has been around the block a few times, and the one with the glorious history. And while this does affect the tone of the character, it remains a highly underused aspect of role-playing.

A way of revealing the veritable events of a character's memory is the simple fashion of a flashback. Albeit most of you, I'm certain, are aware of the definition of the word, I shall refresh your memory.

Flashback:
1. psychology painful memory: an intensely vivid memory of a traumatic experience that returns repeatedly
2. cinema literature earlier event or scene: a scene or event from the past that appears in a narrative out of chronological order, to fill in information or explain something in the present
Much of the film’s exposition is handled through flashbacks.

Encarta ® World English Dictionary © & (P) 1998-2004 Microsoft Corporation. All rights reserved.


Now that you know what it is that I am speaking of, let us move on. Now, throughout the course of RPGs, I have seen various thoughts written into the story, such as the character's feeling of the current situation. Here's an example:

Kyle glanced at the spilled bottle of wine that now lay on the tile floor, the shattered remains of the glass spattered everywhere and the refreshing liquid now wasting away before his painful vision. Sithspit, Kyle thought. Four hundred credits down the drain, and I only got a tiny sip. He slapped his hand down on the arm of the wooden chair and continued to wait impatiently for the contact to arrive.

This is an example of an insight to a character's thoughts or emotions. A flashback occurs the same way, often in italics. This can occur during a time where a character is reminded of something, a meditation, or whenever the role-player feels like giving his comrades a further look into the life of his/her character. Here is an example of a flashback:

The Veritable Illusion was in Hyperspace, en route to the Imperial Palace. Daal's eyes were closed, his hands behind his head serving as a comfortable pillow as his pilot's chair was reclined, providing him a luxurious rest. His tentacles swayed back and forth, slowly and calm. His stomach slowly rose and fell as he took deep and gratifying breaths, the oxygen entering his mouth like a stream into an ocean. He was dreaming of his earlier days as a young Nautolan.

The small insect crawled along Daal Steeph's green outstretched hand, its eight legs scurrying, attempting to find a way off of the giant's palm. "It's a ferr," Daal told his friend, a young Twi'lek girl named Teria Moon.

"Duh," Teria said, making a weary gesture. "Bet you don't know how many eyes ferrs have!"

"That's easy," Daal said with a sly grin, his small tentacles moving with excitement of this newfound creature. "Two!"

Teria shook her head as a pleasing expression crossed her face, her lekku draped over her shoulders as she crossed her arms. "Nope! Eight."

Daal put his hands on his hips, the ferr falling out of his hand. He didn't notice, for the spirit of debate was his favorite thing in the galaxy. "And how do you know that?"

"Read it in a datapad at the library," Teria said, her smile growing. Just then, an abrupt explosion rocked the surface of Daal's backyard, and the two children looked to find the source. Smoke emitted from the window of Daal's house as flames were formed inside.

"Tyre!" Daal tried to run inside to get to his older brother, but Teria stopped him.

"No!" she said. "My mommy always said that when there was a fire, don't get close to it. Wait for the fire people to show up."

Tears began to fall from Daal's face, his tentacles hanging in grief. He knew that his friend was right, and he knew, although he was at a young age, that he wouldn't see his brothers and sisters again.

Daal awoke from his slumber with a jolt as a loud repeating beep sounded. He shook his head, partially to wake himself up, and to fend off the horrific images of his dead siblings that entered his mind. The ambitious and pert personality of the younger Daal did not reflect his current traits - calm and peaceful. He now handled debates in a more civilized manner. Rather than using loud and demanding words, he chose calm and patient lingo.

Now you may be asking, "What is the point?" Well, let us elaborate. The flashback above from the retentive character has just given other role-players an in-depth look at the past of the character, bestowing upon them knowledge of him, and providing them with what he is thinking of, which can lead to a possible interaction with another character. Another example:

Leia looked towards the ship, noticing the venerable Nautolan Daal Steeph obviously thinking about something, as he was staring into open space with unblinking eyes. It didn't take a judicious Princess to understand this. She strode up to him, her long white gown flowing behind her. "Good evening, Mister Steeph," she said, extending a hand. "Is everything alright? You look a bit... uneasy."

Daal smiled, and nodded at the Princess, shaking her hand gingerly. "I thank you for your concern, Princess Leia. I was merely... (etc. etc.)"


Now you’ve garnered yourself some interaction with another character, which could lead up to something else much more significant, all thanks to the flashback. So if you’ve got yourself a character with a particularly interesting past, give it more intrigue by offering up some flashbacks. One can only benefit from this invaluable style of role-playing.





happy

 

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Sith-I-5  4815 posts
Registered: Aug '02
13776_Mace Windu<br>South Park
Date Posted: 4/3/06 5:39am Subject: RE: Tips/Advice Articles: General Role Playing
Though I realise you are quoting Encarta, I don't see why the flashback has to be a painful memory.

They are certainly good for introducing your character's history, especially if it involves interaction with another character, plus on a selfish note, if you had a really wonderful post in the past, and you want to give it another airing, the flashback can be perfect. [gace_grin]

Recommend using a different color font to that normally used in the game, to make the memories stand out, like on television, memories tend to look hazy to fifferentiate them for the viewer.

 

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Dark-Enigma  792 posts
Registered: Feb '06
Date Posted: 4/3/06 8:09pm Subject: RE: Tips/Advice Articles: General Role Playing
I think the second definition suggests that a flashback doesn't have to be a necessarily painful memory. I agree with the different color font in a flashback. Something readable, but yet stands out.

 

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NaboosPrincess  14971 posts
Title: Manager Emeritus
Registered: May '01
6907_Anakin and Padme
Date Posted: 10/11/06 6:36pm Subject: RE: Tips/Advice Articles: General Role Playing
Upping for future reference!

 

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Shark movies bring out a rough crowd.
love Imperial_Hammer
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LightWarden  2438 posts
Registered: Oct '01
19249_20-Sided Die
Date Posted: 11/11/06 8:04pm Subject: RE: Tips/Advice Articles: General Role Playing
Metric ladies and gentlemen, do you speak it? When playing a Star Wars game, try to avoid any Imperial entanglements. Just because you live in the US (or Liberia or Myanmar), it doesn't mean you can just ignore the system. It breaks the atmosphere, like running into a Rodian named JohnBob or something.

 

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CDG Guild Master
Strange how one small thing can determine the fate of so many... especially if it's a twenty-sided die
The Internet is SERIOUS BIZNESS!
It's all fun and games until someone loses a leg.
TF.N RPGs: Less fun than pretending to have sex
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Penguinator-176  4491 posts
Registered: May '05
46106_Henry Jones Sr
Date Posted: 11/11/06 8:21pm Subject: RE: Tips/Advice Articles: General Role Playing
You just reminded me of Dead Ringers, LW.

Anyways...

Stay In Character!

I can't stress this enough - your posts IC should reflect your character's way of life, beliefs, and experiences. Tough, huh?

Nope. If you know your characters, then you know what they'll do. A fully fleshed-out character is easier to RP as than a a character with a three sentence bio. For example, in the brand-spankin'-new Graven Bay RPG, I play a detective, new to a small town, but cynical about most things in life. This doesn't mean I have to be angst-laden; it just means that's he more likely to be a pessimist about human nature and life in general.

So. Make sense?

 

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NaboosPrincess  14971 posts
Title: Manager Emeritus
Registered: May '01
6907_Anakin and Padme
Date Posted: 6/18/07 8:35pm Subject: RE: Tips/Advice Articles: General Role Playing
Upping for future reference!

 

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Shark movies bring out a rough crowd.
love Imperial_Hammer
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LightWarden  2438 posts
Registered: Oct '01
19249_20-Sided Die
Date Posted: 6/24/07 3:42pm Subject: RE: Tips/Advice Articles: General Role Playing
Ok, fifth time in a row that I've seen this. We need to establish something:

For crying out loud people, learn to use the word "literally" correctly! It means that you're not just using a figure of speech, but that the you're describing it word for word- the literal meaning of the phrase instead of just the figurative meaning. So if you've literally got someone's back, it means that you've buried your claws deep into someone's spine. If you're just providing back-up, then don't use the word! If I am literally head-desking, that means that I'm pounding my cranium into my table with all the force I can muster in order that I may drive the stupid out in a puddle of blood and brain matter! If I am not being literal, that means I am just overwhelmed with shock at stupidity. So don't use literally unless you literally mean it! It makes you sound like a complete moron when you use words without knowing the proper use!

*foamfoamflail*

sheesh...

 

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CDG Guild Master
Strange how one small thing can determine the fate of so many... especially if it's a twenty-sided die
The Internet is SERIOUS BIZNESS!
It's all fun and games until someone loses a leg.
TF.N RPGs: Less fun than pretending to have sex
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Reynar_Tedros  8222 posts
Registered: Jul '06
7874_Gabe
Date Posted: 6/24/07 5:07pm Subject: RE: Tips/Advice Articles: General Role Playing
I agree.

Literally.

 

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"It's so frustrating when I'm not sure how to respond to your comments because I can't tell whether they're completely and utterly inane or actually unspeakably intelligent."
~SephyCloneNo15
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Monkey_jedi  3577 posts
Registered: Feb '03
14543_Crimson Empire
Date Posted: 8/14/07 4:14pm Subject: RE: Tips/Advice Articles: General Role Playing
Getting in the mood:(and various other random things that pop into my head whilst I type.)

I personally find that music can help you get into the mood. Or help with writing a type of scene, for example: When I am writing about say, a dark alley way, I tend to listen to dark atmospheric music.(IE: God Speed You! Black Emperor) Something that seems to match the mood of what you are writing about, and can help you in finding the mindset that your character would be in.

This may not be the best thing for all people, but I find it to help loads. It also helps keep out distractions.

Also if you can find a quite place to take your writing, if you use a notebook computer this is much easier than if you have a desktop beast. Take your writing away from distractions.

If you find your self struck with an idea for anything, a character, Game, even just a few words that pop into your head, Write It DOWN. This is a great way to preserve your thoughts and make you look important.

How does this make you look important you might ask. Well I can tell you, by carrying around a composition book you either makes you every one think that you have something important to write down, like government reports...or notes on how to break into a bank. Or Carrying said note book can make you look just down right creepy.

Just.Random.Monkey.Thoughts.



 

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Saintheart  5826 posts
Title: Manager and Wandering Swordsman of the RPF
Registered: Dec '00
39869_Aragon
Date Posted: 3/25 7:35pm Subject: RE: Tips/Advice Articles: General Role Playing
*Casts resurrection spell on thread*

 

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Michelle: my Italian queen, my angel, my reason, my wife.
Jessica: my little princess, my daughter, born 10 August 2007
Director -- Star Wars: Knighthood
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Saintheart  5826 posts
Title: Manager and Wandering Swordsman of the RPF
Registered: Dec '00
39869_Aragon
Date Posted: 4/29 6:41pm Subject: RE: Tips/Advice Articles: General Role Playing
I've bumped this thread specifically to advise the various contributors to this and other tips/advice threads in this forum that I have reworked and codified most of the advice in the thread into a sort of "New Player FAQ" which has been stickied to the SWRPF thread.

I also say that because I would like to specifically acknowledge each and every one of you for participating in and contributing to this thread. Your knowledge and experience will hopefully assist us in keeping standards of roleplaying high.

I have unashamedly edited some parts of some people's advice in the new FAQ, for which I apologise in advance. If you think your advice has been harshly treated, let me know and I shall offer many e-burnt offerings in atonement. happy

But many thanks once again.

 

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Michelle: my Italian queen, my angel, my reason, my wife.
Jessica: my little princess, my daughter, born 10 August 2007
Director -- Star Wars: Knighthood
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