02-03-2014, 11:06 AM
(This post was last modified: 02-04-2014, 10:39 AM by WingsOfStardust.)
What makes a good Role-Player?
I think a good way to start is by asking yourself:
- What do I think makes a good Role-Player?
Is it:
- Emotes.
- Character Descriptions.
- Character Progression.
- Binding build and Role-Play.
I would say it's all that and another very critical bit; Fun.
Whom I've personally found to be the most amazing roleplayers, are those who have fun with their characters.
Because if you as a player don't like your own character or do not enjoy them: it will show. Having a rich character leaves you with a lot of hooks and possibilities.
TL;DR: Start by asking yourself what makes a good role-player, continue by creating a character you enjoy.
With that out of our way, I will attempt to be less abstract and more concrete in the tips.
Character Descriptions:
I don't know about how others do. But after seeing your in-game avatar, this is the second place I will go to take a look at your character.
This an amazing tool that can provide hooks for your characters, but also tell of such that is impossible to see on the in-game avatar.
- Are you clergy of a believer of a faith?
- Do you have a spell-tome and scrolls on you?
- Are you 5'0" or 6'0"?
- Do you have scars or otherwise other things of note?
All of this can be viewed in advance and then role-played upon.
I might have walked past you on the street, but seeing that you are a follower of the same faith as mine, I might instead speak with you.
Things like that. I would personally love to see description, on every character I come across. It's such potential otherwise wasted.
Here you set the finer lines of your concept and how people may perceive you.
Emotes:
This is a big one. With emotes we convey what our characters express, feel, think, how they react and what they intend.
- Be descriptive: doing mundane tasks with people around and everything seems a bit quiet?
Emote the little things, think into how your character would manipulate whatever device he/she might be using:
how do they count coins, are they adjusting their armor/clothing, glasses, identifying items?
The more you describe the more can possibly be acted upon by others and it brings a lot to the "feel" of the roleplay.
- Short vs. long emotes: don't be afraid to do both. Experiment with how fluent and artistic you can be in describing exactly what your character expresses in those moment(s).
Often it can provide for a lot of flavour and feel in the current situation and will have a much bigger impact than a few short emotes ever could.
- Google: As a popular saying, google is your friend. If books aren't your thing when it comes to finding new words, google will go a long way.
Try finding those unusual or simply descriptive words that provide a different shade.
For instance, what's the difference between *Chuckles* and *Snickers*?
Try googling it even if you know, you might be surprised. TheFreeDictionary.com works splendidly for this search.
IC vs. OOC:
I'd like to start by saying; this is a game and we're here to have fun.
That aside, it does not mean it's alright to break rules or character.
But then again, some situations might be borderline when it comes to character.
For instance: Elira would normally never hire people to do simple tasks for her.
But in the cause of making it fun for others, she can occasionally hire low-level characters in a similar fashion a random NPC would.
But I'm not breaking character, if anything I'm bending.
Some things would simply be inappropriate to do against you own character concept.
A Cyricist should not be walking around and with good intentions healing hurt people ... just to be nice (or help lowbies).
In that case one should at least have some ulterior motive with it, or make it in a very scary way.
It's a thin line, if anything. One should never compromise their own character if it's avoidable.
Tells: this is a matter of opinion, but I think it's alright to sometimes arrange meetings between characters.
After all, we're playing on a pretty big map and simply "bumping" into others can sometimes be hard when the playercount is low.
It's a tool like any other and sometimes it's the best way to plot with (or against) each other.
Character progression:
On Thay, it's possible to sacrifice a character in order to gain half of the levels for your next.
With that, the highest level possible to start at is 10, but most start at lvl 1 through 5.
But almost never does anybody start with renown and or infamy, such things are built through character progression and role-play.
I think it's good to start by having an end-goal, it does not have to be something set in stone and something amazingly epic.
As a Wizard, you might want to become Red Wizard. As Cleric a "Respected Clergy" within a temple. As a warrior, a Tribune at a legion.
Because here you have a chance to have a set goal for your character and yourself.
Having studied psychology I can say, most people are more likely to stick to something if there's an end-goal with it rather than ... "just do it".
Don't predetermine everything: while I think it's great to flesh out your character, I think some parts should be left flexible and changeable.
You never know who you'll meet that will influence your character, what event, what happening or learning of something you did not previously know.
The important bit is to find yourself comfortable with your character, and stay true to the concept while not being inflexible as stone.
Which brings me to the next bit as an example ...
Alignments: likely most of us can agree: the original descriptions of the alignment-system is shallow compared to what CAN and is most often PLAYED.
Not all Chaotic Evil characters are serial-killers and Lawful Good; paladins.
No character is nor should be perfect and so two-dimensional, that there is no leeway for actions that would oppose their alignment.
Alignments are a support for role-play, not the other way around. It is one of the many tools with which we define our characters.
Flexibility: I think one should not be afraid to sometimes (when appropriate) stray from their concepts.
You are a Chaotic Evil Sorcerer that likes to burn everything around yourself, but for a moment, perhaps you found something worth protecting?
You are a Lawful Good Cleric, that experienced something that shakes the very core of your belief and sets you on a darker path ... but you don't have to end up there.
I think, things like that will really give opportunity to define your character as true and living.
They aren't just Chaotic evil, neutral good or true neutral. They aren't just a cleric, a rogue or a warrior.
The level of flexibility is up to you.
The character can be so much more if you only give them the opportunity.
I think a good way to start is by asking yourself:
- What do I think makes a good Role-Player?
Is it:
- Emotes.
- Character Descriptions.
- Character Progression.
- Binding build and Role-Play.
I would say it's all that and another very critical bit; Fun.
Whom I've personally found to be the most amazing roleplayers, are those who have fun with their characters.
Because if you as a player don't like your own character or do not enjoy them: it will show. Having a rich character leaves you with a lot of hooks and possibilities.
TL;DR: Start by asking yourself what makes a good role-player, continue by creating a character you enjoy.
With that out of our way, I will attempt to be less abstract and more concrete in the tips.
Character Descriptions:
I don't know about how others do. But after seeing your in-game avatar, this is the second place I will go to take a look at your character.
This an amazing tool that can provide hooks for your characters, but also tell of such that is impossible to see on the in-game avatar.
- Are you clergy of a believer of a faith?
- Do you have a spell-tome and scrolls on you?
- Are you 5'0" or 6'0"?
- Do you have scars or otherwise other things of note?
All of this can be viewed in advance and then role-played upon.
I might have walked past you on the street, but seeing that you are a follower of the same faith as mine, I might instead speak with you.
Things like that. I would personally love to see description, on every character I come across. It's such potential otherwise wasted.
Here you set the finer lines of your concept and how people may perceive you.
Emotes:
This is a big one. With emotes we convey what our characters express, feel, think, how they react and what they intend.
- Be descriptive: doing mundane tasks with people around and everything seems a bit quiet?
Emote the little things, think into how your character would manipulate whatever device he/she might be using:
how do they count coins, are they adjusting their armor/clothing, glasses, identifying items?
The more you describe the more can possibly be acted upon by others and it brings a lot to the "feel" of the roleplay.
- Short vs. long emotes: don't be afraid to do both. Experiment with how fluent and artistic you can be in describing exactly what your character expresses in those moment(s).
Often it can provide for a lot of flavour and feel in the current situation and will have a much bigger impact than a few short emotes ever could.
- Google: As a popular saying, google is your friend. If books aren't your thing when it comes to finding new words, google will go a long way.
Try finding those unusual or simply descriptive words that provide a different shade.
For instance, what's the difference between *Chuckles* and *Snickers*?
Try googling it even if you know, you might be surprised. TheFreeDictionary.com works splendidly for this search.
IC vs. OOC:
I'd like to start by saying; this is a game and we're here to have fun.
That aside, it does not mean it's alright to break rules or character.
But then again, some situations might be borderline when it comes to character.
For instance: Elira would normally never hire people to do simple tasks for her.
But in the cause of making it fun for others, she can occasionally hire low-level characters in a similar fashion a random NPC would.
But I'm not breaking character, if anything I'm bending.
Some things would simply be inappropriate to do against you own character concept.
A Cyricist should not be walking around and with good intentions healing hurt people ... just to be nice (or help lowbies).
In that case one should at least have some ulterior motive with it, or make it in a very scary way.
It's a thin line, if anything. One should never compromise their own character if it's avoidable.
Tells: this is a matter of opinion, but I think it's alright to sometimes arrange meetings between characters.
After all, we're playing on a pretty big map and simply "bumping" into others can sometimes be hard when the playercount is low.
It's a tool like any other and sometimes it's the best way to plot with (or against) each other.
Character progression:
On Thay, it's possible to sacrifice a character in order to gain half of the levels for your next.
With that, the highest level possible to start at is 10, but most start at lvl 1 through 5.
But almost never does anybody start with renown and or infamy, such things are built through character progression and role-play.
I think it's good to start by having an end-goal, it does not have to be something set in stone and something amazingly epic.
As a Wizard, you might want to become Red Wizard. As Cleric a "Respected Clergy" within a temple. As a warrior, a Tribune at a legion.
Because here you have a chance to have a set goal for your character and yourself.
Having studied psychology I can say, most people are more likely to stick to something if there's an end-goal with it rather than ... "just do it".
Don't predetermine everything: while I think it's great to flesh out your character, I think some parts should be left flexible and changeable.
You never know who you'll meet that will influence your character, what event, what happening or learning of something you did not previously know.
The important bit is to find yourself comfortable with your character, and stay true to the concept while not being inflexible as stone.
Which brings me to the next bit as an example ...
Alignments: likely most of us can agree: the original descriptions of the alignment-system is shallow compared to what CAN and is most often PLAYED.
Not all Chaotic Evil characters are serial-killers and Lawful Good; paladins.
No character is nor should be perfect and so two-dimensional, that there is no leeway for actions that would oppose their alignment.
Alignments are a support for role-play, not the other way around. It is one of the many tools with which we define our characters.
Flexibility: I think one should not be afraid to sometimes (when appropriate) stray from their concepts.
You are a Chaotic Evil Sorcerer that likes to burn everything around yourself, but for a moment, perhaps you found something worth protecting?
You are a Lawful Good Cleric, that experienced something that shakes the very core of your belief and sets you on a darker path ... but you don't have to end up there.
I think, things like that will really give opportunity to define your character as true and living.
They aren't just Chaotic evil, neutral good or true neutral. They aren't just a cleric, a rogue or a warrior.
The level of flexibility is up to you.
The character can be so much more if you only give them the opportunity.