Tools of the Trade

 

 

FFRP Tools:

Due to the convergence of multiple stories into one great whole, we the storytellers need basic tools that can help us to contribute more effectively in a collaborative and interactive manner:
Respect/Cooperation
Communication
Creativity
Common Sense

Respect/Cooperation:

Definition of Respect:
  1. To avoid violation of or interference with: respect the story lines.
  2. To relate or refer to; concern.
  3. Willingness to show consideration or appreciation.

Definition of Cooperation:

  1. To work or act together toward a common end or purpose.
  2. To acquiesce willingly; be compliant: asked the child to cooperate and go to bed.
Interactive Fiction encourages the convergence of multiple story lines with multiple starring characters. While you are the GM/God/Director of your character, so too is the other writer/player of theirs.
Always remember to respect the other players' stories! Treat every writer/player like you want to be treated! Don't step on toes; ask before you jump. Small things, tiny, insignificant-seeming details to you, may not be so small in another's story line; it is wiser and more cooperative to ask first.
Remember that you do not have the right to call consequences on another character that is not being played by you. It is up to the player of the other character to deem what damage, if any, will be taken by their character.
Avoid "moding"! Moding/God Moding will only get you ignored, it will not earn your character prestige or respect. There is a lot of gray area to Moding, some players are very lenient about their character's personal stories; others are not always so easy going. The respectful thing to do is NOT do anything that forces the other character into a situation where their player doesn't want them to be. If you don't know what the other players' limits are, then perhaps you'd be better suited to play your character low key until you do.
Keep in MIND the difference between IC and OOC! Respect the other player by not using OOC information IC, unless there is reason and agreement from the other player beforehand.
Take a moment before a confrontation/situation/event, to learn what you can about the other characters involved. No, we are not suggesting you get the other player's complete character history. What color is the character's hair? How long is it? What are they wearing? What weapons does your character see? These details when used cooperatively can add depth and texture to the telling of the overall story. It encourages other players to use your characters and their stories to tell their own as well. Playing off others stories gives an illusion of perceived history, creating a reader time-line.
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Communication:

Definition of Communication:
  1. The exchange of thoughts, messages, or information, as by speech, signals, writing, or behavior.
One of the most important aspects to good interactive storytelling is communication. If you want a light story line, where hanging out in a tavern or a pub is as deep as you want to get, then this topic is relatively useless for you. But if you are looking for intense heavy, textured story lines, then the only way to get 'em is to talk to the other players involved.

Learn their characters' stories so you can interweave those details into your own story telling. This is the true art of interactive fiction, entwining the colliding stories into a cohesive scene where all involved are offered some form of growth through the experience.

The key to good communication:

  1. OOC is a tool, use it wisely, and do not abuse it.
  2. Know what you want. If you don't know it, no one can.
  3. Make sure the other players understand you; be plain in what you want out of a scene.
  4. IM's are wonderful tools to avoid interrupting the atmosphere of the rp event and still negotiate what you want.
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Creativity:

Definition of Creativity:
  1. Having the ability or power to create: Human beings are creative animals.
  2. Productive; creating.
  3. Characterized by originality and expressiveness; imaginative: creative writing.
  4. n. One who displays productive originality: the creatives in the advertising department
The fact is you are creating something when you role-play; you are creating a shared ambience as well as drawing a picture that others can read of who your character is. Here are a few notes to help you when role-playing in public arenas:
  1. If you can't visualize what you're saying/doing/etc, then no one else is gonna see it or get it either. Use words to your advantage, avoid being too wordy or descriptive, you may lose the reader's/other players attention. Its fine to be poetic and romantic, but keep in mind that if the other players have to constantly decipher what you are writing they are likely to start ignoring before reaching for the thesaurus.
  2. Use the setting you are in. Take advantage of your surroundings, refer to them in play, use them as props, if its there, its there for you to play with. Play off of the little quirks a setting has. If you don't know them, don't be afraid to ask. Many are more than happy to tell you.
  3. Play off the other characters. What they offer as bait can be woven into your stories with a little communication and cooperation.
  4. Stay open to what evolves. Take advantage of what is being offered by setting, circumstance and situation. If you never let anything affect your character, either large or small, interaction becomes difficult if not impossible. Incorporate what occurs in a direction you choose to allow growth of varying degrees.
  5. Assumptive Gaming Works wonders. Assumptive Gaming is what we at Evil Plots, ltd refer to "What happens to our characters when we are not around". It is based on the premise that our characters lives do not cease when we log offline. By assuming that your character is still living their lives, there are certain interactions, like jobs, familial relationships, etc, that would still be maintained in the absence of the directors/gods/muns/players/etc. It is best if you talk this out with your playing partners; never ASSUME something, which hasn't been openly discussed and agreed upon. If you haven't mentioned it, they wont know it. Perceptions play a large role in this form of gaming, and just because you perceive something as obvious doesn't mean others see the same thing. Again, talk about it before you assume.
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Common Sense:

Definition of Common Sense:
  1. n. Sound judgment not based on specialized knowledge; native good judgment.
  2. Sound perception and reasoning; correct judgment; good mental capacity; understanding; also, that which is sound, true, or reasonable; rational meaning.
  3. Common sense, according to Sir W. Hamilton: (a) ``The complement of those cognitions or convictions which we receive from nature, which all men possess in common, and by which they test the truth of knowledge and the morality of actions.'' (b) ``The faculty of first principles.'' These two are the philosophical significations. (c) ``Such ordinary complement of intelligence, that, if a person be deficient therein, he is accounted mad or foolish.'' (d) When the substantive is emphasized: ``Native practical intelligence, natural prudence, mother wit, tact in behavior, acuteness in the observation of character, in contrast to habits of acquired learning or of speculation.''
Use a modicum of common sense, please. Here are some hints:
  1. When entering a room take the time to figure out what's going on before jumping in.
  2. In a new place? Aren't sure what it looks like? Hang out and watch how the others in the room react to their environment, take the cues from them. Or simply ask one of the players that seems to have a clue.
  3. If you don't know anything at all about that character sitting across from yours shouldn't you find out? Read the profile, if that still confuses you, ask the player. It is safe to assume that since they are sitting across a table, bar, room, whatever from your character that your character would see something. Unless of course they are invisible, but that info is handy to know too!
  4. Assumptive Gaming is a handy tool, don't over step the boundaries! Its one thing to assume that our characters lives continue even when the muns/players/writers are not around. It is another to write storylines that include others without asking them first.
  5. You can't always be the star of the show. But playing a supporting role can be as much fun! And remember, you do it for them and they are much more likely to do it for you.
  6. If you don't want it done to you… The likelihood is they don't want it done to them.
  7. Story line content: if it is offensive or mature, don't shove it off on everyone. Pick your audience cautiously. Can't tell if it is offensive or mature? If you play a character under age having sex, this would be considered offensive by many, and mature rp by all. If you are a slaver dealing slaves, this too can be seen as offensive to some and mature by all. AOL, as well as many online providers, insists on Family Oriented Rules of the Road, ok? If your story line crosses any line that would give it an "R" rating as a movie? It is potentially offensive to some and definitely Mature RP to all. These story lines are best downplayed in public rooms, such rp content should be left to more private venues.
  8. If you don't like a storyline, you don't have to play in it. No one can force you to do anything you don't want to do, period.
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Last Updated: 07/17/02