How to Play

 

 

How to Play:

How to Play
Create a Character
In-Room Interaction
Most Commonly Played Charcters
Extreme Characters

First of all, collaborative interactive fiction, a.k.a. free form role-play gaming can happen in any chat room, message board, email or instant messaging venue. Personally, Evil Plots, ltd has found the highest evolution of this medium in the AOL Free From Environs. This does not mean it doesn't exist elsewhere. All forms of role-play can be found on the internet, some are governed by specific system rules, others are not. The where to play is strictly up to you and your accessibility.

*For AOL specific rooms please refer to our Rooms Links.

Do I have to be a writer?

You have to be able to read and write. So we think anyone who plays in a text based forum is a writer, simply because you write, you type words to the screen. We realize that there are many depths, terms and interpretations of what a writer is, but for our purposes we establish the term to mean: any who type words on to the screen are writers. It is the basic definition, the action of writing makes one a writer. It helps if you are imaginative and able to type what you envision.

Some would argue that FFRP is creative writing, not really "role-play gaming." Fact is, this is somewhat true; creative writing is a large part of the interactive skills honed in this form of role-play, but it's still role-play. We are actively creating a character, giving it a basic background and dropping it into a fantasy world. Hacker and Internet lingo is frowned upon in most free-form RP situations: such behavior ruins the illusion that many work hard to create. Basic writing skills do apply to this form of rp.

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Developing a Character.

You can't role-play without the character. It is vital to your success. Pick something that interests you, build a story that entices and inspires you. It doesn't matter how detailed you want to be; some want huge back stories, other players opt to keep it light, minimal, allow the character to decide it's own path through actual play.

Hints for Character Development:

The point behind creating a character, we're assuming, is that you are seeking role-play interaction. You should attempt to create reasons/nuances/intrigues, to invite interaction, i.e.: Bait meant to lure in other characters to participate in a shared scene/moment/story. Here are some suggestions to aide you;
  1. Look for some small details; things that your character may like or dislike. Reasons why they like or dislike them? These are keystones that you can use as reaction modifiers during role-play events and invite curiosity from other characters.
  2. Character direction. Having a goal or at least an idea for a story helps a lot.
  3. Antisocial characters are a shoe-in to be ignored. If they give off the attitude that they don't want to interact with anybody, then no one is likely to interact with them.
  4. If your character can do everything, if they are the end all and be all, you are likely to find yourself playing alone. Now, this doesn't mean you can't play a God/Goddess, you just even it out with their fair share of disadvantages that can be exploited for character growth. Otherwise it's pointless ok? If your character can do everything and knows all then there is no growth potential. Conflict moves a story along and provides growth, without it there is stagnation and no story.
  5. Visualize your character. If you don't have an idea of what they look like or how they act, then you can't convey it.
  6. Character Growth; plan on it, be open to it. If you want to write your own story your own way, interactive rp isn't for you. Stay open to others' ideas during any rp event allowing the event to further shape your character and their stories within reason and your control.
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In-room interaction:

In-room interaction happens whenever you play your character in a chat room with others. Here are some helpful hints on how it is done:
  1. Watch, look, learn - before doing anything observe your surroundings. You may find many things that you might use for a basis of interaction.
  2. Set your scene: Describe your character. This is kinda like your character's introduction, what the others there might see or notice.
  3. Build on the Illusion of the shared fantasy world in which you are playing. Stay in-character while in-room, keep in mind the ambience and refer/interact with it when possible.
  4. Play within reasonability. We aren't inferring that you must stay in the "realistic world" in which we actually live, why would we come to play in fantasy worlds if the real one gave us everything we wanted? But keep in mind how realistic what it is your character is doing; the more "real" your character is the much more likelihood of inviting interaction with others.
  5. Avoid calling consequences. Remember you are the GM/God/Director/Player/Writer of your character and their stories, but so is everyone else of theirs. It is fine to make attempts but infinitely outta line to declare consequence upon another character without player consent, it is up to their player what happens to their character. This is the art of playing *with* others rather than *at* them.
  6. Stay open to random encounters/events, you will have a lot more fun if you learn how to *join* in on what's happening when its in front of you. You may find that by playing with others in their stories encourages them to do the same with you and yours.
  7. Be consistent: if you lose sight of what your character is all about, so do the rest of us. If on one day they are the worlds greatest sword fighter and the next they can't cut a slice of bread, it is helpful if you can at least explain why IC. Its one thing to reflect character growth through overcoming disadvantages, but keep in mind reasonability.
  8. There are three forms of interaction: Speech, Action, and Thought.
1. Speech: Speech is typically written without any quantifying punctuations. There are no quotes/symbols used, etc.
Ie: MissyMum: I had a rough day today.
2. Action: Actions are typically punctuated by ::, (double colons). Some environs encourage use of other symbols, for our purposes we have found these to be the easiest and hence our point of reference.
Ie: MissyMum: I had a rough day today. ::groans as she sits.::
3. Thoughts: Many can not read them, please remember this. If you are expecting other characters to read your character's thoughts, think again. Thoughts are best used to set a mood or frame of mind for the character, not to manipulate other players, (Influencing other players with character thought is like playing to the reader in a book, ok? What the player knows and what the character knows are TWO SEPARATE issues all together. Giving the player clues or intrigues is fine, but expecting the character to *get it* is another matter entirely. Careful not to step into that gray area known as blurring/blending!) Thoughts are punctuated by :: and direct mental speech uses >>(insert speech here)<< to punctuate words being mentally spoken.
Ie: MissyMum: ::Looking over to Mary.:: >>How was your day?<< ::Before Mary is able to reply the thought hits her; Oh, dear, did she put out the fire under the kettle before she left home??! Her expression reflects her sudden concern.::
To learn more refer to Tools of the Trade.
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Most Commonly Played Characters:

 (Please Note: Humans are not listed for a reason… They are rarely played.)
Elves
Vampires
Werewolves
Demon/Demoness
God/Goddess
Super Humans
Aliens/Fantasy creatures

To read more about Types of Storylines go here!

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Extreme Characters (and in some cases, the players as well):

No matter how well played or how well written there are some characters and/or players, in our opinion, that have proven difficult to interact with.
a. Gods/Godlings: Not to be confused with "God-Moding/Moders", these types exhibit at least one trait in common. Such as the "I am the end all and be all of absolutely everything". The most problematic trait of this type is their insistence to run rampant upon any available storyline without thought or communication with the other participants. ( i.e. something is wrong and they can automatically fix it.) This makes interaction difficult because conflict moves a story along and provides growth potential for characters and story, without it there is stagnation and no story. Such action by this type of character leads to one of two things: letting them lead the story/scene and giving up your rights to any say or blatantly ignoring the character. There is a fine line between God/Godlings and God Moding, the former often occurs because the player wishes interaction but doesn't understand how to accomplish it.
i.e. MissyMum: ::Saunters in, immediately spying Harry and his battered condition. Rushing over she gestures and he is completely healed.:: There, there Harry, you'll be fine now. Who did this to you, I will smite them down! ::Can too, for in truth she is really the Krunelavian Goddess of Creation.::
b. Trauma/Drama Queen/King: Every minute of every hour of every day is one big soap opera to this type. If they're not in dire straits, they are miserable. And, it's a bonus if everyone not just involved with them, but around them, experiences the direness of their situation. There will be no play with this type that involves a nice, quiet drink by the fire of your favorite inn. Intensity is fine in play; the problem with this type arises because everything is afforded the same intensity. They got a paper cut is as traumatic as their spouse slaughtering the neighbors.
i.e. MissyMum: :: Arriving just after escaping her abductors, beaten and bruised, and only one month since the death of her youngest daughter, that short on the heels of her husband going MiA, she stumbles into the inn, a hand splayed over her pregnant stomach, only to fall in a heap by the fire.:: The twins, maybe triplets, are coming!! It's time!! Won't anybody help me? They are coming after me, I swear!
c. Antisocial types: Everyone knows one. These types hang out in a public place exuding the attitude they wish nothing to do with anyone around them and then get confused or angry when no one interacts. If you choose to play this type… I guess you could take it as a compliment to your play when no one, in fact, does interact. ::Shrugs.::
i.e. MissyMum: ::Stalks into the bar, a snarl on her lips, a cold glance going above everybody's head. Shoving her way through the crowd she slides into a shadowed booth, drawing the curtains with a snap. A grunt to the wait wench in passing.:: Ale. ::After sitting there an hour, the ale barely touched, with a growl she wonders why no one has come to say hello.::
d. God Moders: We've all had our run-ins with one of these types. These are the characters that no weapon can cut, no arrow can pierce, no magic can daunt while with a wiggle of their little finger they can smite worlds. And they do, quite frequently. These characters are not looking to interact. They are looking to dominate. They have no interest in building lives or relationships of any kind unless they have sole control. Other characters are merely pawns to be played as they desire.  *Sociopathic*, Much?
i.e. MissyMum: ::Turning to her right the sword slashes Jane across the throat, biting deep to that delicate flesh. Without a beat, Sam, across the tavern, out the door and on the porch, feels the sting of her sword as it splits his gut open to the skies.:: I rule here, this is now my place!  You are all DEAD!
e. Cyber Junkies: There are two types of these. With one you find what you consider to be a great character. It grabs your attention, it entices you, and it draws you in. You have what seems to be a blissful and building relationship. Until you take it to the next level. After which it seems all you do as those two characters, the minute you're both around, is spend time in a private room (PR) getting ready to do the naughty, doing the naughty, or recovering from the naughty. Day in, day out of your time together. Gone is any hope of an in-depth storyline. The second type of this kind is far more straightforward and infinitely easier to spot. Their entire storyline is based on sex. However, because they are easy to recognize, you can readily steer clear.
(MissyMum's private room escapades are just that, private.)
f. Purple-Prosers or "Would you like a Thesaurus with that?": Description is, like everything, good in moderation. It helps if you can understand it, too. Purple Prose takes the idea of describers, descriptive modifiers, and runs amok. The more, the better. But, in the prettiness of the appearance the meaning is often lost. Either because it made no sense, or the reader got tired of deciphering.
i.e. MissyMum: ::The hedonistic abundance of her petulant maw is interrupted by the brilliance of spiked cuspids, when she contours a beaming of opinion. Tresses of liquefied honey snarl themselves into a disorderly nimbus around a quixotic guise of anomalous pallid aspect. Burnished leathers ensnare, making her aspect glitter like a destitute pulsar. The susurration of the obscuration adorn her tread.::
g. The poor-pity-mes: The ones that love to bemoan their fate. And, of course, fate never smiles upon them. Stand still a millisecond and they'll tell you all about it in abundant, pain staking detail. Think you've got it rough? Five minutes with them and you'll be convinced you're achieving nirvana. These types play the victim to the hilt, and some do it very well, if you don't mind listening to the complaining. These characters' storylines rarely contain a light, peaceful, happy moment for any length of time. They are happiest when miserable. These types tend to get injured or sick quite often, and they'd prefer not to get better too soon.
i.e. MissyMum: ::Trying to hide a pained sigh, she clutches her shawl tight to cradle her injured arm. Giving a brave smile to Sally, she pats her with a trembling hand and declines the offer of healing.:: If you could just get me some hot tea? That'll fix me right up. ::Groaning softly behind clenched teeth as she slips up to a stool.::
h. Picky Players or "Rules Nazis": These types are never afraid to set you straight should you mess up a small detail that has anything to do with them. Their take is that everyone should be playing according to their perception of what role-play is all about and by what rules they determine should govern over them hence our characters when interacting with theirs. That is not Free Form as we here at Evil Plots, ltd consider it. There are other forums around that cater to all different systems of role-play we are sure one of them will meet the needs of even the most staunch D&D fan!
i.e. MissyMum: ((Wait! You can't do that, because its not in the rules I use to play my character. It specifically says in the <Insert Gaming System Title here> book that my character gets bonus modifiers when dealing with your kind of character. I refuse to play with you if you don't play by the rules I use for my character.))
i. Needy Characters/Players: Sometimes known as the "Pack your bags we're going on a guilt trip" types. Everyone has had their run-in with these types. They use IC and OOC irreverently, depending on the current situation. Busy role-playing in a room with others? Having a wonderful time? Then suddenly like a dark cloud they loom, wanting all your attention. If unable to get it IC, they tend to go OOC. One way or another you will play with them, or at least this is their goal. The problem here is the tendency to throw guilt whenever they are feeling "ignored," which can be quite often in their eyes. Perception online is very subjective to individual interpretations.
i.e. MissyMum: ::is hurt because Harry used to want to hang out with her. Wonders what she did to make him hate her? Sighs, really just wanting Harry's attention. She's been pining to be with him for weeks now, but he's always sooo busy, too busy for her anyway.::
j. Assumptive Gaming/Hijacking an SL or "What ya mean you didn't know my character was living with yours?": These types congregate in public places of high volume, (they run-out of character's to interactive with too quickly otherwise.) This kind will attach themselves to your character or storyline in some intimate fashion, totally unknown by you. Most often you will hear it as a random reference that their character is either living in your abode, becoming a part of your family or in some other way thoroughly entrenched in your character's life. It does not matter if you choose to let this effect your storylines, through association your character and theirs will be perceived as having a relationship by other characters, which ends up effecting you whether you want it to or not.
i.e. MissyMum: ((Well, my 13 year old prostitute character had no where to go so I figured you wouldn't mind if I just said she moved in with Harry. She is pregnant with his child after all. Wait? You didn't know that? Oh, I forgot to tell you: Harry raped Mum two nights ago.  I didn't think you mind, it is free-form rp after all.))
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Last Updated: 07/17/02