I have often been asked, as the administrator of a private Roleplaying Muck, exactly what roleplaying is, or what defines good roleplaying, or how a person could improve. I have never given a complete answer, choosing to wait and gather my observations together. This document is the result.
Roleplaying is, properly, an art-form. Like writing, its close cousin, it springs from within a person and is completely subject to his or her method of seeing life and re-creating it. However, also like writing, roleplaying can be categorized and hints can be gleaned from these organizations that may offer to online roleplayers a chance to improve; to improve in such a way that others can enjoy their roleplaying more. I offer my theories and observations on RP after three years of serious exercise.
In writing, there are 'conventions' which most authors cleave to. One of them is 'viewpoint': where the author brings the reader into the story. This can be inside the head of every character (omniscient), inside the head of certain characters (limited omniscient), or outside the characters in various stages. Another of those conventions is that of the style of writing prose. Some authors can be mistaken for poets by their florid and lush writing styles, like many French authors (Hugo, for example). Others are straight-forward, telling the actions of their characters will little or no vocabularic frills. These conventions are readily obvious in roleplaying and translate well into four Schools.
THE OPEN BOOK
The Open Book School belongs to those players who play their
characters as an open book. They tell those present the exact thoughts of
their characters, sometimes even telegraphing their actions through their
thoughts before they even proceed with them! Characters played almost
totally in the Open Book School are fascinating and fun to watch, because
readers get the opportunity to see every single thought of importance that
the character has. Examples of this might include statements such as the
following:
THE BODY LANGUAGE
The School opposing Open Book is the Body Language School. In this method,
the writer reveals the emotions of the character only through their
reactions to events or statements, stating none of the motives for those
reactions. Characters played in this school are ambiguous to read since
many expressions and motions in the body have multiple meanings, but this
School conveys very sharp mental images of the characters. Examples of
this school are as follows:
THE MELODRAMATIC POSE
This School refers to the player's method of using prose,
particularly in an extremely poetic (sometimes wordy) way. Though some
rare people will use the Melodramatic Pose methods in their character's
speech patterns, this School is usually reserved for poses about the
actions of the character. It is typified by heavy use of metaphor,
varied and sometimes esoteric vocabulary, and a flair for the dramatic.
Examples of this school are as follows:
THE PRAGMATIC SCHOOL
Opposing the Melodramatic Pose School is the Pragmatic School: the
no-frills players who simply say what they are doing without dramaticizing
it. Examples of this are:
Most people mix all four schools together in varying degrees; this is what forms their 'style'. Identifying and being comfortable with your style can help you to streamline it, or to try new directions, or to define different styles for different characters to further differentiate them from one another.
Exercises Involving the Four Schools
For those interested in developing their awareness of the Schools and how
they use them in everyday roleplay, here are a few exercises that can be
played with.
What makes a character interesting? What brings you back to playing with him or her again and again? How can you get other people to be interested in playing with you, and how can you start a session? These are all valid questions in roleplaying, and their answers give you clues to the rules of engagement of interactive play.
The HOOK
Sessions require a hook to get rolling, a reason to begin, a thread you
wish to follow. Good hooks can be story ideas or plot ideas (those are
usually the easiest to begin), or they can be character hooks: you think
your character might clash/get along with another character in particular
and want to give them the chance to run across one another. Whatever your
choice, all sessions should start with a hook to prevent them from
meandering aimlessly. Before you shoot the arrow, you should select the
target; you'll have a better chance of hitting it then.
The BAIT
You must bait your hook with the most important of tacit roleplaying
truths: if you start a session intending to talk about yourself, or to
play yourself, things fall apart. It is only when the promise of your
character interacting with another character that excites you that
you will get better results. Just as people in RL will gravitate towards
people who find them interesting and want to listen to them, players will
gravitate towards players who make their characters feel necessary and
pivotal. This doesn't even have to be in a plot-sense...just the belief
that a character is being taken seriously and truly engaged will win you
players who want to join you for RP often.
The CATCH
Once you have the hook and have drawn in the people you want to play with,
it's time to deliver. No matter how good the hook, if people don't get the
catch at the end, they won't want to play. The best hooks have to do with
character. If your character has a great deal of depth in many areas,
people will have no end of fascination with him or her. Don't just give
him one childhood secret--give him several, and a trauma, or a great joy;
add his passions, give him unknown zests and hobbies and interests. Make
your character as fully-dimensional as you can so that everytime someone
plays with you, they see some new facet, or some subtle unfolding that
they hadn't quite suspected.
A FULL COURSE MEAL
All these things will make strong logs, and make your character more fun
to interact with. Characters who have new things to say all the time,
whether it is through their own auspices by changing in reaction to their
surroundings or through their player's auspices by the revelation of
previously unknown things, will draw people to play with them. But as
always, the other factors are important as well. For instance, even if
your character is as fully dimensional as a real person is, if you don't
give the people playing with you a chance to get their say in as well,
you'll soon find yourself alone. Or, if you have no chosen direction for
the log, or if you grossly lack in roleplaying etiquette, your other
strengths will go unheeded. Like a box of Legos, or the raw ingredients of
a supper, roleplaying is only edifying when it forms an orchestrated
whole. ;)
DESSERT
Sometimes roleplaying becomes stressful, or characters part at odds. As a
special treat, it is often welcome for the players to kid around after the
IC action is done. Or sometimes, they'll prefer to talk about events and
examine them, reveal the thoughts they couldn't because it wouldn't have
been in-character. If you have the time after a session is done,
indulging in some good post-game analysis is always a special treat.
Exercises Involving the Rules of Engagement
Roleplaying is an active skill--it requires that you go out and make
yourself available for play. Here are some exercises to make you more
aware of the rules of engagement, and how you might make your character
one that more people seek for roleplaying.
One of the largest differences between roleplaying and writing is that it involves collaboration. This aspect makes roleplaying as much an activity in the social sphere of relationships as it is in the artistic sphere; unlike the latter, the rules of social relationships involve real-time interactions between people. Thus, there are codes of conduct it is usually wise to observe when roleplaying. Here are some of these guidelines.
1) USE GOOD SPELLING, GRAMMAR, AND VARIED VOCABULARY.
There is very little more annoying or difficult to deal with than roleplay
with someone whose vocabulary is only forty words large and whose spelling
is atrocious. Online, your typing serves as your person: it gives people
first impressions of you, and reinforces them. If you take the time to
review your poses before hitting 'return', you will save those playing
with you a great deal of grief.
2) DON'T SPOIL THE MOOD.
If you find a group of people engaged in roleplay (or planning to), who
are planning for a specific mood, do not change that mood without asking
first. Ask if the session is open to others if the mood seems intimate,
and if you want to bring in a radically different mood, ask the
participants if they would mind the change of pace. Sudden mood-changes
by incoming characters can be very jarring to people who are in mid-play.
3) GIVE OTHERS TIME TO REACT TO YOUR POSES.
Traditionally, in one-to-one roleplaying there is a constant trade off.
One person says something, than the other, then the first player has a
turn again, etc, etc. It is a good idea to maintain this in two-player
situations; allow your fellow player time to react to your words. In
larger situations, the feasibility of this guideline breaks down somewhat,
however it is still always a good idea to give players time to react to
your actions before assuming that they do not react. By nature,
roleplaying on the Net is a somewhat time-consuming affair. Don't
accidentally cut off the other players in a rush to include everything you
want included.
4) EDIT YOUR POSES BEFORE HITTING RETURN.
The days of raw telnet are well-past; there are plenty of muck clients
that allow you to backspace and review your actions before you press the
return key. Doing so will help you catch spelling and grammar mistakes,
and to check your pose for its flow. Editing your pose serves the same
purpose editing your writing does...with the same positive results. A
note: While small poses can do without editing in some cases, it is
ALWAYS a good idea to check long poses before sending them out into the
world.
5) DON'T HOG THE SPOTLIGHT.
Everyone wants to be in the spotlight; it's human nature to want to be the
center of attention. It's an ego-boost. That's why it's especially
important to be polite and share the spotlight with others while
playing with them. If you absolutely cannot stand being in the background
in group logs, then you need to seek out more one-on-one RP which, by
nature, puts both participants in one another's spotlight the entire time.
But while in large groups, remember that you're not the only one there to
have fun, and let other people have their moment in the sunlight...or
better yet, manufacture ways to put different people on center-stage.
You'll be surprised how often people will drag you up with them in
gratitude. :)
6) DO NOT SPOOF OTHERS WITHOUT THEIR PERMISSION.
You can never assume that you know how a character will react to any given
situation--unless that character is yours. Just as you wouldn't want
other people to take liberties with your characters, you mustn't take
liberties with theirs. Don't spoof other people's reactions unless you
have their permission.
Exercises For RP Etiquette
Though the best way to become a polite roleplayer is simply to roleplay,
some aspects of the guidelines above lend themselves to recommendations
and exercises to improve your own courtesy. Try these:
What makes a session fun to participate in, and what makes a session fun to re-read when it is done with are two separate things. While it will always be fun for you to re-read interactions involving your character, some thought can (and in the case of Genesis, should) be given towards making the end product of your play engaging to external observers. In this way, roleplaying becomes writing, a collaborative sort of writing. Here are some tips to remember that can help make your roleplaying session as much fun to read for other people as it was for you to play.
THE IMPORTANCE OF CHANGE (AND WHERE YOU CAN STICK IT)
All stories are based on some sort of change; it is what makes them
interesting to read. No one wants to read a story about Joe Public and
his 2.5 kids living tranquilly and unbothered through their entire,
uneventful lives. However, change doesn't have to mean adventure, or
battle. It can also mean revelation of new information that the reader or
players didn't originally have, or conflict of a verbal or internal
nature. If by the end of the log, the reader comes away with a piece of
knowledge he did not have or a sense that if this log were to be cut from
the Chronology, something important (small or large) would be missing from
the lives of the characters involved, then you have successfully included
this most paramount of requirements in your log.
So...where can you slip change into your log? Here are some suggestions:
ATTENTION TO PROSE
It is an unfortunate truth that most Mucks lack user-friendliness in the
area of allowing people freedom in sentence construction. This is a
problem Mucks with free spoof fortunately do not have.
With this command, you can
create poses that have more of the look of those in books, and should do
so when you can. Read the pose preceding yours and formulate your
response in a manner that affords variety. If the pose before yours began
with someone's name, start yours with a line of dialogue, or with the
rushing of the wind. With enough attention to detail and the help of
those playing with you, you can create logs that 'read' like a book and
will be that much more easy to browse over in the future.
Exercises with Readability
Readability is a difficult prize to struggle for because it is difficult
to remember to pursue it in the heat of the moment, and because creating
readable logs requires advance thought, some collaboration between
players, and often times more time per pose than usual. However, the
results are well-worth it. Here are some exercises to try if you wish to
improve your readability score.
More than anything else, roleplaying is an active skill. If you do not seek out people to play with, if you do not try to make them feel welcome with you while playing, or give them interesting reasons to play with you, they won't come. It's as simple as that. Unless they are feeling altruistic, people won't find you hiding in your corner, or your home, or your room, and draw you out, and you shouldn't wait for them to do that. To have fun playing, you have to actually do it. Most of the guidelines, rules, and observations I've made in this piece are unspoken, the underpinnings of good fun and good play that aren't verbalized or referred to...you'll probably find, if you roleplay often, that you do most of these things without even noticing. But, like other skills, the more attention and the more thought you devote to RP, the better you'll become at it.
I hope that, whatever your experiences, this document proves helpful to you in your play. Comments are welcome, whether they are suggestions or just feedback. Please email them to me at [email protected].