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DMMetalaane

DMMetalaane

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Right to choose : A player has the right to choose not to role-play with a certain character or other player whose standards conflict with his own. That is to say, if one player does not enjoy participating in a game that includes another player he has trouble cooperating with, or a specific character that conflicts with his interpretation of lore, or another similar circumstance where participation will lead to more headache than enjoyment, that one player has a free pass to not participate and the metagaming rule is suspended to allow his character to be absent without consequence, even if the absence is out of character. This unofficial standard is intended as a form of harm-reduction to help all parties enjoy their role-playing experiences more. On the other end of this rule, players are expected not to abuse this choice simply as a way of getting out of otherwise-legitimate negative effects on their characters (i.e, death). Additionally, it should be a last-option choice. It's always better to have mutual understanding with fellow players than to avoid them. Don't let rumors or first-impressions of people deter you. See for yourself if a person is fun to play with or not.

Line limit : It is a benefit to the flow of play for one to adjust how much they write in accordance to how many players are in a scene. The general concept is that one can write more with less people, and write less with more people. This isn't to say your actions have to be boring in large groups, they just can't be long. When this rule isn't observed it tends to make the chat log difficult to follow in large groups.

First Come, First Serve : It is generally observed that an area for a scene "belongs" to the first people there in the case of scaling (detailed a few posts down). The latter people to come and use it for a different setting are expected to hop worlds. In this case, it's usually to World 40.
Save yourself.
Savior self.

08-Apr-2015 19:57:56 - Last edited on 15-Aug-2016 05:58:19 by DMMetalaane

DMMetalaane

DMMetalaane

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Text Vs. Gameplay

Here in the roleplay worlds, you will find that there is a preference for roleplay rooted in text over roleplay rooted in gameplay. This is mainly because of the following: Support for roleplay has been, and is ...abysmal at best. The most we have got in the way of official support is a message on login (that has no consequence if not followed) and the ability to set our examine status to "Roleplaying In-Character". We can hardly even actually sit in any chairs in the game world (see page 4 for more). So on and so forth. We do not begrudge that, because the game in of itself is still fun, but because of the divide between the game world and canon world, it is a challenge to both simultaneously participate in most game activities whilst we roleplay.

But this is not to say that, because of the principle that little consideration has ever been provided to players like us, that all game mechanics are irreconcilable with what we do. There is nothing wrong with actually fishing whilst in character, or woodcutting, slaying, or just in general letting your skill levels integrate into your writing.

In example; I have 99 Magic and my main character is a master of magic so I wear the skillcape - I rather simply use emotes in large crowds - I am willing to be I.C while PvM'ing - I am also willing to be I.C with less grindy skills - I even enjoy group RP in Dungeoneering.

But in contrast, as mentioned before, not everything fits with roleplay. This is because game mechanics can have a tendency to be at odds with canon and logic. Even fantasy worlds have some sliver of logic. For example, the Godwars Dungeon doesn't really make a lot of sense because you can continually kill NPCs that show in later quests. That directly doesn't make any sense. Or, who even wants to be I.C while training a skill requiring lots of bank runs? Point is, if you wish to do more than write alone, some discretion is required to keep it smooth.
Save yourself.
Savior self.

08-Apr-2015 19:58:04 - Last edited on 15-Aug-2016 05:35:17 by DMMetalaane

DMMetalaane

DMMetalaane

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Scaling

Scaling, often used in the context of land-scaling or time-scaling, is a practice in public roleplaying that allows players to circumnavigate many technicalities that otherwise inhibit desired scenarios or plot/character progressions. The core idea of this practice is that, because game mechanics are limited and built for traditional gameplay rather than roleplaying, the roleplayers must take it upon themselves to manipulate the given setting in creative ways to meet their needs and desires.

Land Scaling

In the context of "land-scaling," this can mean one of two things:

- A given area that exists in the live game has been duplicated

- An area that does not actually exist in the live game is implied to exist somewhere relative to the live map

So, for example, a roleplayer who wished to play in a spirit realm may wish to represent the landscape with the Runespan. Since the Runespan is not actually the desired spirit realm and their characters may even have trouble accessing it without the Runecrafting Guild's permission, all players involved would land-scale the area by agreeing preemptively that they all understand their characters are not in the Runespan, but rather are in a parallel spirit realm which happens to look a lot like the Runespan.

Another example of land-scaling is the Renderran Isles. This location does not actually exist in the live game, and is not particularly similar to any known city. Instead, it is represented by a carefully tailored player-owned house. However, the roleplayers involved with this location don't wish for their backdrop to actually be just a fancy house, and as a result agree to land-scale the location. In doing this, they agree that the backdrop is not a house, but rather is representing a location on a set of isles in the open sea off the coast of Yanille.

[cont. below]
Save yourself.
Savior self.

08-Apr-2015 20:00:00 - Last edited on 07-Mar-2016 21:15:49 by DMMetalaane

DMMetalaane

DMMetalaane

Posts: 2,905 Adamant Posts by user Forum Profile RuneMetrics Profile
Time Scaling

In the context of "time-scaling," this most often means one of two things:

- The player is aging his character at a speed independent of the passage of time in-game or in the real world
- A given event in-character is not taking place in chronological order

For example, a role-player with a vampyric character wishes for his character to advance in strength and rank over the foreseeable future. Because a vampyre's age is often heavily tied with his power and the respect he is given by his peers, a vampyre that ages normally at a ratio of one year in-character to one year in the real world is not likely to ever progress, as aging doesn't become very significant for vampyres until centuries start to pass. So, to enable the desired development, that role-player may start to age his vampyre at a rate of 100 years in-character for every one year or one month in the real world. In other words, once a month that player would add 100 years to his vampyre's age, or would add 1200 years to the vampyre's age once a year. Due to the oddities that may occur as side effect, it is best to avoid age-scaling if possible. Additionally, it is confirmed that time flow in game is directly correspondent to real time, rather than time seemingly being at a stand still in the Fifth Age.

Another example of time-scaling is also known as "flash backs." If a role-player wishes to play an event in his character's lifetime (or before), but his character at present has already progressed past that event, he and any other role-players involved in the game may agree preemptively that these events are occurring at a specified time in the past (e.g. "this happened one year ago, today" ) rather than after all other events which have already occurred, like most role-play.
Save yourself.
Savior self.

08-Apr-2015 20:00:07 - Last edited on 10-Aug-2016 21:23:22 by DMMetalaane

DMMetalaane

DMMetalaane

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Clichés

Cliché. A psychological element present in all forms of media. Clichés are overused tropes that have grown old and unsatisfying with due to overuse, because people simply get bored of things eventually and that's how the mind works. Our world here is subject to this just like any other. Below you will find a list (that grows and shrinks overtime as fads come and go) of our current cliché. There is no rule dictating your execution of these tropes, but you'll likely be up against a tough audience.

Tavern Roleplay / "Barpee"

Honestly now, there's other interesting places. While the local water cooler is a good place to find fellow adventurers, with how much said adventurers tend to be in taverns they all should have beer bellies by now. Double cliché points if you instigate a bar brawl. My guy, think of the barkeep. They have to pay for your silly shit.

Grittiness

A disclaimer: the Runeverse is high fantasy, not absurdist fantasy. If you stab a dude, he'll probably bleed! (unless he's undead). If you jump off a cliff, you'll probably die! (unless you teleport mid fall or have weight reducing clothing). This trend applies to any sort of common sense stuff. The...modus operandi of the universe, if you will, defaults to realistic consequences unless there is an exception. The default is not pie in the sky holla holla get dolla legalize gay marijuana akdjglsfikjslikj.

However, these exceptions are bountiful. Contrary to what some people try to do, the Runeverse is not Game of Thrones esque where everything is gritty, brutal, realistic, except with a few undead or a dragon or troll here and there. Attempting to perpetuate a grimdark scene of death, playing musical chairs with thrones, only allowing humans, tons of profanity, and everything of that ilk is fool's gambit. Few people enjoy it, and there's much more high fantasy elements these days than medieval. Someone's gonna turn your bones to peaches eventually. ^_^

[cont. below]
Save yourself.
Savior self.

08-Apr-2015 20:00:13 - Last edited on 15-Aug-2016 06:50:55 by DMMetalaane

DMMetalaane

DMMetalaane

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Here is an absolute monster of a character sheet. You'd appropriately have to be a beast of a roleplayer to bother with all of it, but I'm putting it here just to help people think and spur extra creativity.

Original message details are unavailable.
So recently, roleplay's apparently slowed down again. And I'm one of the people who haven't exactly been active, but hey, nothing like a good challenge, amirite?

The idea is to make a blank character, and have them naturally develop. Do what you think they'd do, chill, and try to fill out as much as you can.

Note ; This doesn't exactly come from me, but it is stated everybody can use it, so I applied it here. c:

Give me a page, then go ahead and post.

----------------------------------------------

GENERAL CHARACTERISTICS

Name:
Pronunciation:
Name Origin:
Name Meaning:
Other Names:
Zodiac:

Gender:
Gender Roles:
Gender Identity:
Cucumbers or Cabbage:

Birth Date:
Birth Name:
Birthplace:
Birth Weight:
Birth Length:
Manner of Birth:
First Words:

Alliance:
Past Alliances:
Rank:
Past Ranks:

PERSONAL CHARACTERISTICS

Primary Objective:
Secondary Objective:
Priorities:
Motivation:
Accomplishments:
Greatest Achievement:
Failures:
Biggest Failure:
Self-Confidence:
Traumas:
Afflictions:
Embarrassments:
Worries:
Soothers:
Instigators:

Earliest Memory:
Fondest Memory:
Worst Memory:
Favorite Dream:
Worst Nightmare:

Desires:
Wishes:
Regrets:
Secrets:
Confidants:
Soft Spots:
Cruel Streaks:

Quirks:
Dominant Hand:
Catchphrase:
Autograph:

MENTAL CHARACTERISTICS

IQ:
Known Languages:
Lures:
Manias:
Memory:
Phobias:
Savvies:
Ineptities:
Temperament:
Hobbies:
Pet Peeves:
Powers:
Save yourself.
Savior self.

08-Apr-2015 20:01:22 - Last edited on 12-Aug-2016 07:13:55 by DMMetalaane

DMMetalaane

DMMetalaane

Posts: 2,905 Adamant Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
INTELLECTUAL CHARACTERISTICS

Logical-Mathematical Thinking:
Spatial Thinking:
Linguistic:
Bodily Kinesthetic:
Musical:
Interpersonal Understanding:
Intrapersonal Understanding:
Naturalistic Understanding:
Existential Understanding:

PHILOSOPHICAL CHARACTERISTICS

Morality:
Etiquette:
Attitude:
Outlook on Life:
Perception:
Standpoint:
Philosophy:
Political Party:
Taboos:

SPIRITUAL CHARACTERISTICS

Religion:
Devotion:
Superstitions:
Virtues:
Vices:

HIGHS & LOWS

Favorite Arts:
Favorite Color:
Favorite Drink:
Favorite Excuse:
Favorite Food:
Favorite Flavor:
Favorite Musical Genre:
Favorite Number:
Favorite Pastime:
Favorite Place:
Favorite Quote:
Favorite Words:

Least Favorite Arts:
Least Favorite Color:
Least Favorite Drink:
Least Favorite Excuse:
Least Favorite Food:
Least Favorite Flavor:
Least Favorite Musical Genre:
Least Favorite Number:
Least Favorite Pastime:
Least Favorite Place:
Least Favorite Quote:
Least Favorite Words:
Save yourself.
Savior self.

08-Apr-2015 20:01:27 - Last edited on 10-Apr-2016 06:43:21 by DMMetalaane

DMMetalaane

DMMetalaane

Posts: 2,905 Adamant Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
APPAREL & IMPORTANT ITEMS

Accessories:
Equipment:
Weapons:
Most Prized Possession:
Most Valuable Possession:
Trinkets:

SOCIAL CHARACTERISTICS

Communication:
Criminal Record:
Discrimination:
Dominance:
Ego:
Emotional Stability:
Expression:
Humor:
Liveliness:
Mannerisms:
Patience:
Reputation:
Sociability:
Social Status:

COMMON CHARACTERISTICS

Compliments:
Insults:
Emotional Status:
Expletives:
Mood:
State of Mind:
Words:
Farewells:
Greetings:

INTRAPERSONAL CONNECTIONS

Mother:
Father:
Brothers:
Sisters:
Significant Other:
Past Significant Others:
Children:
Friends:
Enemies:
Heroes:
Inspirations:
Rivals:
Role Models:
Pets:

COMBAT CHARACTERISTICS

Signature Move:
Specialty:
Strengths:
Weaknesses:
Threat Level:
Save yourself.
Savior self.

08-Apr-2015 20:01:46 - Last edited on 10-Apr-2016 06:44:57 by DMMetalaane

DMMetalaane

DMMetalaane

Posts: 2,905 Adamant Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
HEALTH & FITNESS LEVELS

Mutations:
Addictions:
Allergies:
Broken Bones:
Conditions:
Diseases:
Disorders:
Handicaps:
Medication:
Vulnerabilities:

Birthmarks:
Blood Type:
Dexterity:
Diet:
Exercise:
Figure:
Hygiene:
Maximum Load:
Posture:
Scent:
Somatotype:

PERSONALITY CHARACTERISTICS

MBTI Personality Type:
Extroverted or Introverted:
Justice or Mercy:
Argumentative or Avoids Conflict:
Pessimistic or Optimistic:
Closed-minded or Open-minded:
Orderly or Disorganized:
Five Positive Traits:
Five Neutral Traits:
Five Negative Traits:
Save yourself.
Savior self.

08-Apr-2015 20:03:40 - Last edited on 10-Apr-2016 06:45:47 by DMMetalaane

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