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.
Sunday, October 5, 2014
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?
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!)
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