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A general roleplay guild with emphasis on improving RPers. 

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Haseo Hyuuga

PostPosted: Mon Jul 09, 2007 3:38 pm


WOW I just saved a bunch of money on my car insurance by switching to gieco!
PostPosted: Mon Jul 09, 2007 8:22 pm


Wow! You spelled Geico wrong!

xp

folchinator


SenshuuIruka

PostPosted: Tue Jul 10, 2007 2:17 pm


You can be creative and use some rather colorful descriptions for playing, but don't use words all the time that forces other users to look it up in a dictionary. It's a turn off for other players if instead of playing they are too busy trying to figure what your description means.
Oh and don't use odd words that sound cool but no way mean what you think they do.
Hue is an example of the second. Some girl was rping in a chatroom that I was in. Her description was "Those red hues moved about the place..."
I was like "so there is red color moving around?"
Her response was "I saw another player use the word hue. It means eyes, right? It sounded cool so I'm using it."
"Umm...hue means color."
"I don't care. Not my fault another player is using it."

Thats poor RPing to me. When you aren't sure of what the word you are using is, but use it because someone else did. If you see someone using somehting that sounds cool, look into the definition of the word, please.
It would of been better if she did instead "red hued eyes" or "eyes that were a red hue"...etc...

Also, welcome critique from others. If they are just being arrogant a$$es who think they know everything, then just say "Thanks but I like what I'm doing fine," Some critiques you'll recieve will actually better your playing or you can just keep it in mind. You don't have to change styles because someone doesn't like, but just see if there is something you can improve upon.

All right. I'm done for the moment. ^^

Weaknesses of your characters are a must. They shouldn't be super awesomely awesome without something that'll hurt them. Their weakness can be something normal like friends and loved ones, or even something as odd as a weakness for kittens... it could be a physical weakness or even something they are afraid of. It can be anything, but having those weaknesses gives your character room to grow.
PostPosted: Mon Jul 16, 2007 5:10 am



Nevareh's Super-Handy Roleplaying Tips Volume One!

WARNING: Nevareh subscribes to the "Roleplaying is Acting" school of thought! He worries less about the creative artistry involved and more about being interesting and entertaining!

"Make it about the other person." - J. W. Morisette.

I remember being told this when I was in a play. The guy mentioned was the director (ironically the second cousin of Alanis Morisette), and the tip was about keeping things interesting. Fun fact: He's right. When acting onstage, you can only be so interesting before you start detracting from the level of entertainment you're generating for everyone involved. However, if you make what you're doing about the other person, either someone else onstage or other people in general, you're taking the attention you're being given and funneling it around, creating a cycle of energy.

When roleplaying, remember that it isn't a solo activity. The other people around you will be examining your posts for hooks to get them not only into the scene itself but also into your character. Sealing yourself out as the absolute most important person there kind of discourages people from taking an interest after a very short period of time. Similarly, bristling yourself with hooks and covering every single one of them with deadly poison (in this case, making certain every lead you provide other people into your character results in some kind of rampant death or violence) also discourages involvement. To be truly interesting, you have to make it so people can take an interest.

The next level of this is tying into that quote at the top of my post. If you REALLY want to catch people's interest, read for THEIR hooks and try to get into them. Other people appreciate it when you make the effort to interact on more than a superficial level and prove you read their posts by actively including information from them in your own. By tossing the focus around cooperatively and in tandem as opposed to fighting for it, you not only create a nice fellow-feeling in the RP itself but also make it more interesting for a third party to read.

EXTRA SPECIAL TIP FOR TODAY:

Proofread.

I know, I sound like an English teacher, but reread everything you're going to post to make sure you make sense. You may find yourself catching some serious mistakes you didn't know you made on a second read through; I know I once wrote "Malcontent" when I meant to write "Magnificent," which seriously altered what I meant to say. See if you can follow your train of thought. If you have any problems understanding what you wrote, then you should consider some editing.

Nevareh


Ouzomi

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PostPosted: Tue Jul 17, 2007 3:11 pm


My advice.
1: Avoid making typical cliche characters (lost princess last of her kind dark warrior prince half dragon half neko half god thing)
2: Type it up in mircosoft words then enter it. My posts are usually anywhere from 200 words to 1200 words..
3: Length is good, but don't drone on and on and repeat yourself.
4: Description is good, plot relevance is more important.
PostPosted: Wed Jul 18, 2007 11:57 am



Nevareh's Super-Handy Roleplaying Tips Volume Two!

On "Time"

If you roleplay, you will almost definitely find yourself in a situation where time is of the essence (such as in combat), and so here's a little overview of "time."

Rule one about time: In a roleplaying scene, chronicle, or series, time is consensual. Everyone agrees on how it passes, when it passes, and what happens while it passes. If there's a disagreement, there is confusion and/or complete derailment of the scene, since different people are on different pages. Time isn't necessarily sequential, nor is it continuous, however. One post can be several months before an earlier post, either in terms of flashbacks or whatnot. Keeping good track of the passage of time lets everyone act in more or less the same frame of reference.

Time travel and manipulation is especially rocky; everyone has to have no problem with you re-writing time to your own whim.

Rule two: Time must affect everyone the same way. By this I don't mean in terms of aging or whatnot (since that kind of precludes the idea of things that aren't humans existing), I mean in terms of what is doable in a period of time. A prolonged magical ritual can't take place in the same period of time as a sword slash without ceasing to be a prolonged magical ritual. Don't say "We're both doing something" since something that would take three seconds (Like sipping a glass of water) wouldn't also take an hour unless someone is manipulating time itself. Keep parity for time or note how you're spending it, since even if you enter a period of "downtime" in which you aren't micromanaging your character's actions you're still using time just as fast as everyone else.

When in highly time-sensitive situation (such as combat), don't expect to be able to do extremely complicated things in quick succession. Building a bomb or raising a tiger to be your pet and bodyguard takes longer than climbing a staircase unless these stairs happen to be the oft-touted stairway to heaven. Even Dragonball Z, a show whose concept of time is so fragmented it's incomprehensible (One show covers a period of months during a space journey, three shows in sequence cover a period of thirty seconds during which two people glow and shout at one another continuously, having far more than thirty seconds of dialogue), has limits as to what characters can accomplish given a certain period of time. Adhere to at least somewhat realistic expectations as to what you can and cannot do during the time you're allotted to act.

Nevareh


Lofwyr

PostPosted: Mon Jul 23, 2007 11:28 pm


Lofwyr's Roleplaying Tips #1

Not so much a tip to start off with, but for those of us looking into more realistic styles of play and getting into combat, you may find this site invaluable:

Traumatic Injury for Gamers. It gives you a basic run-down of what happens when you get injured in different areas of the body, and GMs with it can give you much more vocative descriptions than "3 health levels" or "12 HP damage."
PostPosted: Fri Aug 17, 2007 1:30 pm


I have seen a lot of threads in Gaia, but this is officially the BEST THREAD EVER. I can honestly say that I got smarter just reading this. I went in here hoping that I could improve my roleplay beyond what it currently is, but I didn't have any high hopes of that... I was so dead wrong it's makin' me cry crying

WufeiLord


MrsMica
Crew

PostPosted: Fri Aug 17, 2007 10:47 pm


I'm very glad! I noticed that the links don't work because of a forum rewrite of Gaia's, so I am fixing those and adding more.
PostPosted: Wed Aug 22, 2007 11:51 am


i cant thank you enough for making this thread! I am a total beginner at RP, but i love to invent characters and names. The links at the beginning really helped me. Though i must point out that the "japanese names" link does not work. I'm not sure if its just my computer, but you may want to check it out. Thanks again!

Akya

Piyoko Minami


Piyoko Minami

PostPosted: Thu Aug 23, 2007 12:44 pm


thanks for posting this! it is soo helpful smile
PostPosted: Thu Aug 30, 2007 4:13 am


This cleared a lot of things up for me, but I want to add, Firefox has a spell check built in, and I know its not an add on since i got this computer yesterday and did not add it *I see errors atm*

Yoyoto


Dlar_Cormar

PostPosted: Mon Sep 17, 2007 9:26 am


Avoiding Cliches
written by Dlar_Cormar & Friend Dawn


A cliché (from French, klɪ'ʃe) is a phrase, expression, or idea that has been overused to the point of losing its intended force or novelty... ~ Wikipedia

Essentially, a cliché is an overused concept. For example, werewolves and vampires are clichés. Here, I'll be trying to explain that they are very bad to use excessively, and how to use them. Also covered will be working around Archetypes and Stereotypes.

Common Clichés
Common Clichés are what you see a lot in video games and the like. A young boy who has a strange knowledge of swordplay for example, or an androgynous male as the main hero. The concept seen in "Cloud" of Final Fantasy Seven, the Silent, Spiky Haired, Giant Weapon Wielding Hero, has been abused to the point it is a cliché and to use it too closely is punishable by... bad things. Other clichés are simply verbal, like "Are you thinking what I'm thinking?" and others are situational. After having so many bad sci-fi movies based on "Giant Snakes," the entire concept is cliché, unless you have some unique spin on it... maybe "Giant Snakes On A Plane"?

Are Clichés Okay?
Sometimes, they are okay. Other times, they're not. Zombie invasions, a giant meteor, an invasion of incredibly large serpents, are all bad on their own. If you heedlessly throw them together ((A giant zombie snake riding a meteor!?)) then it gets even worse. But with the right spin, it can be fine.

For example, the zombie invasion. What if they're not just the walking dead? For some reason, a biological weapon has turned them into brain dead soldiers? Or giant serpents, for another example. Radioactive spills are overused, as are cosmic rays, or genetic experimentation, so what now? Perhaps they are a prehistoric species, that people knew about, but haven't destroyed yet. The meteor hitting Earth doesn't have to be the cliche outerspace meteor. How about a chunk of a destroyed planet?

Fixing Character Clichés
The world has seen enough spiky haired young heroes with amnesia, an acute knowledge of swordplay, or the power to change the world. Lets take "Cloud" of Final Fantasy Seven as our base, and mix him up a bit. Keep the giant weapon, but change it from something like the sword, to perhaps an axe. Change his personality from silent and broody to incredibly talkative. Scramble his appearance around, and tah-dah! You have an original character, with perhaps half the effort. Granted, this doesn't always work. Or maybe you could even just make Cloud a creepy stalker with a pocket knife, sunglasses and the tattoo of a deadly shinobi penguin on his neck. That could make the character rather unique as well.

Other things to avoid are...
• Ninjas. Ninjas are cliché. This is even more so if they wear all black, have issues with revenge, and so forth.
• Anybody with an "Awesome Power". A unique character is all well and good, but when they have a world shaking power, its both godmodding and cliché.
• Stereotypes. Stereotyping race, religion, and so forth is both rude and cliché. The "Dumb Blonde" or the "Stupid Muscle Man" or the "Evil Car Salesman" are all stereotypes.
PostPosted: Mon Sep 17, 2007 12:52 pm


Roleplaying the evil undead. Vampires


So then, vampires tend to be a popular character to roleplay. Not just here, but all over the place. I'll admit I love roleplaying vampires myself. And I have ever since I tread the dark paths of the World of Darkness so long ago. However I have also seen many many people roleplay vampires badly. So here are some hints.


1. Vampires tend to be evil. I don't know why, but everyone seems to want to play the brooding dark vampire who goes out and hunts all other vampires. One or two is OK. But if everyone is a vampire hunting vampire, then who are you going to hunt? You are a vampire. You live off the blood of humans. And it tastes good. You are malicious, self serving, and just plain mean. With your power what's to stop you from doing what ever you want? Which brings me to number 2.

2. The rules. I don't care what setting you have your vampire in, there are going to be rules. Some kind of vampire hierarchy that you will have to follow. Maybe there will even be a dozen hierarchies, but you are a member of them. And they have rules. Generally the rules consist of: Don't expose yourself to humans. That is usually the only common rule and it is the one rule you CANNOT break, but others include: Don't sire other vampires without permission, don't kill other vampires without permission, don't do back flips while driving a car of a bridge without permission, etc. Essentially all other rules are different according to setting. But the reason behind the common rule leads me to point number 3.

3. You have weaknesses. You may be the immortal terror of the night, but in the day time you are dead. Now once again weaknesses tend to vary, but there is one weakness that every vampire has in common, sunlight (Anyone mentions daywalkers and I kill you with a spoon). That is why humans aren't all groveling to you right now. That's why there are rules. Once humans know you, well you're soon going to find yourself sunbathing tied to a post. Of course there are other weaknesses such as holy water, silver, stakes, but usually these tend to vary.

4. You are thirsty for the blood of men. I mean sure you can live off animals or blood banks, but nothing tastes like fresh killed human. And trying to stop feeding all together is a very bad idea. You can't beat the thirst.

5. Those pesky hunters/lycans/elves/etc. Being a vampire means you have enemies, be they hunters, werewolves, or something else. They will stop at nothing to see you dead. And that feeling is mutual.

6. Immortality is boring. Yes, it’s nice and all but after a thousand years of unlife you are bored. Very bored. In fact if you don't have some kind of obsession to focus on, you will most likely be insane too. A vampire tends to fade if they don't have something to focus on. Maybe it’s to become ruler of you're personal empire. Maybe it’s to collect all the rubber duckies in the world. If you don't have one you are either very young, or running around slaughtering everything.

7. Age is power. This one is simple. The older you are the more power you have had time to get. Of course the older you are the more estranged you become

8. You aren't human. You were once, but now you are a vampire. A young vampire can still relate to humanity, and may even think the same way. And old vampire sees humans as nothing but food or pawns in its plans to gain whatever obsession it has fixated on to keep itself same. Plus human morals no longer apply. Murder, well humans are just cattle.

9. Clans. Vampires usually have different sects and clans that have different powers and weaknesses. Please roleplay the weaknesses as well as the strengths of your clan.




Well that’s it for me for now. If I think up anything else, I'll be sure to post it
.

stratigo


Ai Leen

Dapper Gaian

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PostPosted: Thu Jan 31, 2008 2:26 am


Hello all, been a bit. Just dropping in a note that I've begun RP tutorials on my World of Warcraft server, Lightninghoof. While the information is probably well covered already (I've decided to go with the absolute basics first), I thought I'd share just the same, in the hopes that you'd all glean some little nugget of information that hasn't yet been brought up before.

http://www.windshome.org/rptutorial_jan30.html

There will be another tutorial meeting next Wednesday, and I expect I'll have the chatlogs for that transcripted that night too. I'll post it up here when I can.
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06 General Archives (non-RP inactive threads)

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