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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. |
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| Do I have to be a writer? |
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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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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.
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Hints for Character Development:
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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;
- 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.
- Character direction. Having a goal or at least an idea for a story
helps a lot.
- 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.
- 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.
- 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.
- 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
happens whenever you play your character in a chat room with others.
Here are some helpful hints on how it is done: |
- Watch, look, learn - before doing anything observe your
surroundings. You may find many things that you might use for a
basis of interaction.
- Set your scene: Describe your character. This is kinda like your
character's introduction, what the others there might see or notice.
- 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.
- 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.
- 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.
- 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.
- 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.
- There are three forms of interaction: Speech, Action, and
Thought.
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| 1. |
Speech: Speech is typically
written without any quantifying punctuations. There are no
quotes/symbols used, etc. |
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Ie: MissyMum: I had a rough day today. |
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| 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. |
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Ie: MissyMum: I had a rough day today. ::groans
as she sits.:: |
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| 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. |
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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.:: |
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| To learn more refer
to Tools of the Trade. |
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| (Please
Note: Humans are not listed for a reason… They are rarely played.) |
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Elves |
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Vampires |
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Werewolves |
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Demon/Demoness |
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God/Goddess |
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Super Humans |
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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):
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| 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. |
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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.:: |
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| 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. |
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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! |
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| 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.:: |
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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.:: |
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| 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? |
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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! |
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| 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. |
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(MissyMum's private room escapades are just
that, private.) |
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| 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.
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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.:: |
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| 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. |
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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.:: |
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| 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! |
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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.)) |
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| 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. |
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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.:: |
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| 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. |
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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 |