Saturday, December 7, 2013

Roleplayers Love Feedback

Roleplayers love feedback. It’s true! But I don’t mean critical feedback, where you go “I really liked what you did here, but this could use some work” I mean feedback in the communication sense. Presumably how this works, according to modern experts in communication, is that feedback is the response to a message sent by the sender. It’s a good thing we have armies of PhDs and experts to analyze our communications and decide that, indeed, effective communication requires a two-way path.



And yet, this may seem obvious, but so often we absolutely miss it, especially in roleplay. In fact, we miss it so much of the time that when a roleplayer actually gives another person “feedback” in a roleplay, it’s a huge deal. When I think of the greatest moments I’ve had in roleplay—or other people’s moments they’ve recounted to me—it never involves just one person. It’s always about the tradeoff, the exchange of information between two people that creates something memorable.

So if this is so powerful, so pleasant and so memorable, why does it seem so rare?

Tuesday, December 3, 2013

Written Character Histories are Evil

At the very beginning of this blog I talked through all the major points people run into on character creation. I started from conception to appearances, then histories, and finally personalities, but I’d like to revisit the history section today. When I first discussed it, I pushed away from the idea that many larger roleplays press, which states that longer histories are indicative of a more thought-out character. To a gauge a character’s depth on the author’s ability to summon an encyclopedia’s volume of information for their 20 year old character is obviously dumb, but it may be worse than that.

The more I think about it, the more I become convinced that character histories are, in fact, quite evil. When I say character histories, though, I should be clear that I mean written ones. Every character, even if you roleplayed a creature created immediately before the RP, has a history or biography. You, as the writer, should know your character’s history at least loosely, but I think asking roleplayers to write one up is a mistake.

Thursday, October 17, 2013

The Disease of Long Posts


I took quite a break from roleplaying this year, one that I had meant for good but eventually realized was futile at this current time. Six months later, here I am again, writing mostly for myself in the hopes that I could understand the nuts and bolts of roleplay better. Tonight I want to talk about “Long Posts” though I suspect there will be some irony in the length of my own explanation and discussion of the topic. In my mind, “Long Posts” are damaging to a roleplay and should be avoided whenever possible. And yet… they really do seem like a disease. Every time I visit a place that would call itself among the upper-tier of roleplayers, a bold claim to say the least, I always see the same thing: Long Posts. 

People seem to cling to them like hope incarnate, and they begin to live and breathe the Long Post until they know no other way but it. Abandoned to this senselessness, they are consumed. But what is a Long Post? Why is it bad?

Saturday, April 27, 2013

The Two Elements of Writing



Over the last year or two I've noticed a conversation that's come up more than a few times, and I now feel comfortable enough with the idea to actually write about it rather than just talk. In this post, I'd like to get more in depth with what I consider to be the core two elements of writing, specifically for creative writing. As always, my aim is that by looking at things in more detail, I can flesh it out more for myself and hopefully progress more as a writer. Looking at core things like this can be useful to evaluating writing, whether it's your own piece or not. As writing quality can increase, so can roleplay quality, which leads to more enjoyable roleplays altogether!

Obviously quality will always be something subjectively measured, but theoretically quality roleplay will involve both you and the other roleplayer actually enjoying the scenes you're putting your characters through. I've said this all before, but I think it's certainly worthy of repeating. Roleplay is about two people at once, so that means you've gotta balance two people's happiness at once. 

I think the argument for how to do this begins at the very core itself of writing a story. I would argue there are two basic elements of writing that everything else can fall under, and this applies to all creative writing, not just roleplay. Onward! (I put a page break and a picture!)

Sunday, March 31, 2013

Respect


So this evening, I figured I could go over respect. It’s a word we use a lot; we say things like “I respect that” or “I can respect his opinion” or “Show your respects” or whatever else you can think of. We talk about earning respect or feeling respected, and in general we consider it a pretty positive thing. Whenever you’re talking about it, though, you’re always referring to this sense that you feel the respect is either deserved or it isn’t. Okay, so where am I going with this.

We all want to be respected; that pretty much goes without saying. The question is whether we deserve to be respected, most of the time. A lot of times we feel like we don’t get the respect we deserve because we put in effort, time, or whatever to serve someone, and they don’t acknowledge us with the proper level of homage as is befitting to our station. Sometimes we might even feel like we’re respected when we don’t deserve to be, like someone’s making a bigger deal out of something we did than should be made. Usually we warm up to the second one a lot quicker than the first.

Wednesday, February 6, 2013

Scalability of Worlds


Roleplay by its very nature can be done in a variety of sizes. Whether it’s two people isolated as they roleplay in the big-wide world or whether it’s a thousand people on the same forum in the same universe, you can make roleplay either way. Typically speaking you’ll probably roleplay with a group of two to four people, but the background is important. It makes a difference whether or not you’re sharing a universe with one other person or a hundred other people. Sure you can fill in enough non-player-characters so that technically the place is “full” like a city full of people would be, but it’s a different experience entirely when there are hundreds of other humans in the same vicinity.

Most people don't pay attention to this factor. They assume that roleplay is, as a hobby, identical in every circumstance. They get used to an environment to the point where they’re very comfortable there and assume themselves masters of roleplay, and when they go someplace else and see things different, they instantly assume it’s bad. While I think there are actually a lot of constants in roleplay as far as quality goes, that it’s not simply a bunch relative-truths, one of the things that certainly does change is the size. I’ve begun to call this scalability in roleplay, and it’s important.

Monday, January 14, 2013

My Plans!

So much to write, so little time! This is actually a bit of an interesting place for me to be, because usually I try and keep myself quite un-busy. Free time is fun, and I like being able to relax to that, but as of late things have actually been fairly hustled. Roleplays are moving for once, my school schedule is incredibly wonky, and I have hobbies like writing this blog and working on my cars that dip in to consume time as well. Perhaps further cementing this notion that I’m perpetually out of time, the things I want to do I have all these grandiose plans for. Right now there are three different topics that I want to write about, and there are all these things I want to do on my cars too! Given the opportunity, all these things I’ve planned to do might heap up and go from plans to requirements.

My only hope to battle such things is to take them on one at a time, of course.