ROLE-PLAYING
RULES
In-Character
Information
BASIC
DEFINITION
What is
roleplaying? In this setting, it's a game of let's pretend where
you create a character, be it elf, gypsy, or Lord, and write
the character's adventures as they occur. It can be as simple
as an itinerant knight at arms seeking a new job, or as complicated
as your imagination allows. This character then interacts with
other characters, and the game unfolds from there.
For instance,
you create the character of an elderly man, determine his age,
height, weight, coloring, religion, family ties, all the details
that a real person has. Now you may start off saying that this
person is a widower, and add a wife's name and lenght of marriage
later. The trick is to keep these details consistent once they
have been established.
CREATING
A CHARACTER - CHARACTER TYPES
The setting
in this gaming community is frequented by all races and times, from
elves to users of the Force, borrowing freely from all gaming systems
and adhering to none. No one acts as Game Master or arbitrates rules.
While it is often difficult for an AD&D elf to play against a WoD
garou, for instance, it can be done. The players have to talk to
each other and compromise. Statistics are difficult to compare across
system lines, but it can be done if the players are willing to take
the time and compromise to do so. (One resource that is very helpful
in this is ICE's A Million Ways to Die.) There have been
major storylines and even battles involving characters based on
Shadowrun, AD&D, and WtA that worked very well because the players
did just that. Use common sense and a spirit of fair play to adjudicate
and compromise, and nearly anything is possible.
Try to start
with a reasonably believable but unique character. Cliched C's appear
frequently and all too often you will meet "a powerful thief who
knows magic and is a barbarian lord."
Three
character types have created a lot of controversy: vampires, immortals,
and dragons. While vampires are traditionally nocturnal
creatures, this is impossible to deal realistically with online
with players from all over the world. What appears to be a "Daytripper"
vampire to the player in Oklahoma may actually be a night-time
player somewhere else in the world, or a frazzled mother who can
only do it while Junior is off at school! Again, patience and
tolerance should prevail!
Dragons
are incredibly large and powerful creatures in all systems, and
many can regulate their size or shift into other forms. This is
a good thing, as trying to squeeze a 100 foot dragon into the
inn really strains the imagination. While there is often a question
as to why a dragon would *want* to assume a humanoid form, a good
player can include the motivation in the character's history or
as part of a storyline.
Immortals
- There has been a lot of debate over whether immortal characters
should be allowed; many consider immortal the equivalent of unbeatable,
which is not quite the same thing. An unbeatable character is
the one who takes no damage or has so many powers and protections
that other c's can't harm them. They may be doing this by the
seat of their pants, or by skewing the rules of the system they
are using to their advantage, but they generally aren't much fun
to play with. Immortal c's can't die, but that is not the same
thing as being invulnerable or unbeatable. There is no rule in
any of the many systems available that says an Immortal c can't
take damage or be beaten to unconsciousness, thus making them
beatable. There is a lot of dramatic potential in playing a c
who can't die and must live with the memories of centuries of
life and mistakes. A well-rounded character always has a weakness,
whether it be physical or mental. This weakness should be a significant
one in proportion to the c's power.
Despite the
wide use of systems in creating characters, this is free form. Feel
free to create anything you see fit, and do not worry about being
unfamiliar with someone's tabletop game. All players, whether they've
been rolling dice since they walked ten miles thru the snow to the
Internet, or newcomers who've never even seen a store that sells
gaming products, are welcome. Just keep your character consistent
with the parameters you've set for yourself. However, as many players
do have characters from a system, please note that they may use
terms that are unfamiliar to you. If that happens, do stop to ask,
whether OOC or via PM, what they mean. There is nary a player who
will not take the time out to explain what their character is trying
to do. So please, do not worry if someone else's character happens
to be a eighth generation Malkavian and you don't know what in blue
blazes that means; in the Inn, all players are welcome, no matter
how green to role playing they are.
A general description
follows, but different roleplayers tend to see different subtleties
in the building.
The first floor contains
a large common room with a bar, tables, chairs, couches, and a fireplace.
There is also a kitchen on the first floor and lodging available
upstairs. A door leads to the mysterious basement which has been
known to emit a variety of horrendous creatures upon occasion. Rumor
has it that there is a library of magics on the third floor, but
there seems to be some question about that floor's existence.
To the south of the Inn,
a lake is fed by a river from the east. On the river bank is a garden,
and on the west bank of the lake is an orchard. Behind the Inn to
the north is a field backed by a forest and a range of mountains.
There are also a stable and a smithy nearby.
The area immediately
surrounding the inn is empty of life but there are hundreds of little
tunnels through space and time leading to it from other lands. Other
kingdoms and cities have been created by various players and may
be used as settings for play with the creator's permission. Talk
to the creator as they are usually very complimented that you want
to use their setting and will explain it in greater detail!
The Inn is also something
of a nexus of ley-lines and power nodes that attracts mages and
spell-casters of all races and creeds. There are no bartenders or
waiters and the Inn seems to be a self-aware, self-repairing structure,
and can not be destroyed due to the variety of magics that have
been cast into its structure.
HEALING
AND DYING
Healing
can be either magical or mundane in nature. In either case,
it is considered bad form and unrealistic for it to work immediately.
Depending on the healer's background and the way their healing
works, it will probably take a toll on the healer as well as
the injured party. Unlike tabletop games, devices which protect
a character from death are considered in poor taste as well.
Resurrections are usually frowned upon unless done extremely
well. What is extremely well? Generally, it involves someone
other than the dead character finding another player with enough
power to do it, and actually roleplaying the ritual or event
out. There should also be some suspense as to whether it will
actually work or not, since characters are not gods, and nothing
in the world of roleplay is written in granite.
FIGHTING/COMBAT
This
is one of the most difficult areas to discuss because there
are so many different opinions on what is fair, starting with
the issue of whether you even want your character to be involved
in a fight. Quite simply, it is a player's choice whether they
get a character involved in a fight/scrap/battle with another.
If you don't want to be involved in something, tell the other
player nicely in a pm or other message. Some players say 'my
c would do this and you're lame if you don't respond.' This
player may be correct in stating that this is what his c would
do, but he is wrong in judging you and your c for your decision.
Remain calm, DON'T CALL NAMES, and remind him that it's your
choice as a player whether your c is going to interact with
another c. You shouldn't feel forced to enter an interplay.
If the player continues to hassle you, drop them in ignore.
BUT if you commit to a scene, be prepared to take the
consequences - damage, death, or whatever. Bailing out when
you see the battle is going badly is generally considered bad
gaming manners, and will probably result in the person you are
playing with getting very upset.
DUELS
AND BATTLES
If
you have agreed to a fight/battle/scrap, here are the basics:
When you attack someone, make sure your target realizes and
accepts that you're attacking them. Then, describe your attack
but NOT the outcome of the attack. A good character will judge
how well you composed your attack and respond accordingly, even
if it means death or much gore. If a person truly isn't in the
mood to fight, try not to push it unless there is a really strong
RP reason to do so. If you use special weapons, i.e. holy or
magic weapons, either PM your opponent about them or add a short
description of the power of the weapon or spell to the message
describing your attack. When you should be attacked and don't
want to fight due to some ooc reason, try to RP your way out
of the situation. Often there are several ways to avoid bloodshed;
use your imagination and the skills of your C *AND* PM the
other player in order to explaining why your C behaves the way
he does. If you should be under attack and the attacker describes
the outcome of the attack, assume it to be a possible outcome;
you may vary the outcome by letting your C perform a defensive
action or decide the outcome proposed by the other player to
happen. Both attacker and defender should play their Cs according
to their C's abilities.
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