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:
|
|
|
|
Definition of Respect:
- To avoid violation of or interference with: respect
the story lines.
- To relate or refer to; concern.
- Willingness to show consideration or appreciation.
Definition of Cooperation:
- To work or act together toward a common end or
purpose.
- 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. |
|
| [Top] |
|
|
Definition of Communication:
- 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:
- OOC is a tool, use it wisely, and do not abuse it.
- Know what you want. If you don't know it, no one can.
- Make sure the other players understand you; be plain in what you
want out of a scene.
- IM's are wonderful tools to avoid interrupting the atmosphere of
the rp event and still negotiate what you want.
|
| [Top] |
|
|
Definition of Creativity:
- Having the ability or power to create: Human beings
are creative animals.
- Productive; creating.
- Characterized by originality and expressiveness;
imaginative: creative writing.
- 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:
- 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.
- 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.
- Play off the other characters. What they offer as bait can be
woven into your stories with a little communication and cooperation.
- 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.
- 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.
|
| [Top] |
|
|
Definition of Common
Sense:
- n. Sound judgment not based on specialized
knowledge; native good judgment.
- Sound perception and reasoning; correct judgment;
good mental capacity; understanding; also, that which is sound,
true, or reasonable; rational meaning.
- 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:
- When entering a room take the time to figure out what's going on
before jumping in.
- 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.
- 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!
- 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.
- 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.
- If you don't want it done to you… The likelihood is they don't
want it done to them.
- 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.
- 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.
|
| [Top] |
| [Home]
[Welcome] [About]
[Basics] [Forum]
[Storylines] [NPC's]
[Links] [News]
[Contact] |
| [Welcome]
[Free Form] [Interactive
Fiction] [How to play] [Building
SL's] [Trade Tools] [Lands]
[Rhydin Glance] |
| Last
Updated: 07/17/02 |