Wednesday, October 29, 2014

Standards of Roleplay

  1. Believable characters make for more interesting roleplay, even in a fantastical setting.

  2. A strong character is flawed on multiple levels. A true flaw is not a blessing in disguise and should pervasively hinder the character throughout the roleplay.

  3. A character is made unique, individual, and interesting by how they interact with the world and by the choices they make. Power, talent, and ability are secondary at best.

  4. Limited freedom is a powerful source for creativity. Restrictive roles in the setting do not hinder a character or story—they enhance them.

  5. The knowledge, emotions, and values of a writer are separate and different from that writer’s character. This distinction must never be compromised or confused.

  6. An excellent roleplayer must be both a strong writer and a talented storyteller. One without the other holds very little value.

  7. Roleplay is, by definition, social. The best roleplayers pay meticulous attention to the other writer and rely on their responses to craft their own.

  8. The most valuable roleplaying partner is an active one; joining a roleplay is a commitment never to be broken lightly.

  9. Roleplay is active, dynamic, and character driven. A writer’s plan is useful but held loosely.

  10. Roleplay is a chance to experience spontaneous interaction in a unique setting. Using it to fulfil a craving or escapist desire is a poor basis for writing and will easily undermine any item on this list. 

(Certain items from this list, while rewritten, draw heavily from another list masterfully written by a good friend of mine named Genavie. Her original work can be found: here


Sunday, October 5, 2014

The Struggle: Strengths and Weaknesses


Every interesting character has their strengths and their weaknesses; the first enables them to compete in the storyline, and the second makes it difficult for them to succeed. Whether it’s their raw intelligence coupled with overweening pride, incredible strength paired against low wits, or tact and guile against callous character, each individual struggles and fights against things. These characteristics are, importantly, not external but rather internal, byproducts of the individual’s own character and not the events around them, though both will motivate the story. This balance between strength and weakness is of utmost importance to develop interesting, character-driven stories in all fiction, but it’s incredibly difficult to do well. Just the few examples I listed seem fairly trite, but executed properly they form the foundations for some of the most interesting characters you and I know. So how do they do it? Let’s look at it from a roleplaying perspective.

Thursday, September 4, 2014

Write Real Characters, Not Rational Ones


One of the greatest blessings and curses of roleplaying is that every writer has an audience. Whether it’s posting the character sheet or responding to the roleplaying thread the character is in, each person expects what they’ve written to be read. On the one hand, this is great because it gives writers a real, living experience for their creations to live in. But on the other hand, this also means that even the people who really aren’t writers, at their cores, can still play creative fiction on their unsuspecting victims.

In practice, what you end up getting is a pretty steady demographic with roleplaying. Every roleplayer I’ve met has fancied themselves a fairly intelligent, rational person in their own minds. That may very well be the case, and there’s nothing particularly wrong with it, but it does have some serious implications for the sorts of characters you run into in your adventures. As we have already long since established, people are inherently drawn (usually unhelpfully) to write portions of themselves into characters. You should tread lightly.

Friday, June 20, 2014

When to Write a Short Post





Not too many posts ago, I discussed what I referred to as the “Disease of Long Posts” in roleplay, getting into what makes a so-called “Long Post” and why it’s really harmful to the roleplay. Today I want to look at it from the other perspective, though I suspect there will be a portion of overlap in it. Approaching your posts with an understanding of their length is absolutely crucial to your success as a roleplayer, and it should be an issue the writer is continually sensitive toward.

Ever been on a web-site that banned members for making a “short” post? Some places will classify them as spam, others will say it’s simply poor writing, but all around there’s a sense that fewer words mean diminished quality. Naturally, there’s a really important question we have to ask ourselves:

Does this make any sense at all?