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.