NewsRolePlay

News Role Play


Introduction

Here-in lies bits of wisdom for those that are new to this style of RP and
reminders for those that are used to it.

If you're not used to this style of RP it can be pretty confusing. There
isn't any kind of set code that makes the result of an action easy.
Instead, there seems to be cryptic, unwritten rules of behavior everywhere
about anything. The key is that rather than there being many specific
rules, there are a few rules that can be applied to many situations.

First there is 'consent'. The main definition of Consent is located in
news rp consent, but the key concept is that any player has the right to
decide what happens to their character for better or ill. The character's Player has the
final say.

Then there is entertainment. Games should be fun. And while each player
should enjoy themselves to the fullest, it is also important to remember
that the game is being shared with other players.

How these two rules combine is what set free-form games apart from the
rest of the crowd.

Consent for Fun

Consent should be used to help ensure that people are enjoying themselves.
If the course of RP goes in ways that are no longer enjoyable, a player
should feel free to let others know... so the situation can be moved in a
direction that is fun again. Remember that consent isn't just about
saying 'no', it is also about saying 'yes'.

While one plays, one should be doing their best to entertain the other
players. Just as the other players should be doing their best to
entertain everyone else... including oneself. Never enter a scene
demanding to be entertained... That sort of expectation tends to lead to
Couch Role Playing, where a player enters a scene and does almost nothing.

Also be aware that not every group of players is interested in the same
kind of RP. While RP can be broadly split into Social and Combat, there
is also a wide variety of ways to express either. Comedy, seriousness,
romance, intrigue, slapstick, dialog, and a myriad of other flavors may be
present. Unless you know what is going on with a group, try waiting a bit
to observe the style being used in a scene. Most players will be happy to
fill a new arrival in, usually with a pose that details the situation, or
by some OOC communication.

Communication

That communication can also save some embarrassment. For one thing, it
might be a different time of day, or much different weather, in their
scene than a new arrival might be aware of. It can be rather embarrassing
to craft an entering pose that mentions a dark and stormy night when the
scene is a bright, sunny day. Or walking nonchalantly in a bar room
while a firefight (possibly quite literally) is occurring.

Along with the observation, new players should be polite. Even if a scene
is taking place in a public street in a busy station it is still polite to
ask permission before joining the scene. And don't worry if people say
no... They often have reasons for it. Perhaps several of them need to
leave soon so they are trying to wrap things up as quickly as possible.
Maybe they have some important story elements they want to accomplish
without interruption. It is rarely anything personal. And even if it is,
politeness still wins points. :)

Goals

While Role Playing is not about winning or loosing it is often about
accomplishing goals. Conflict and the accomplishment of goals helps lead
to character development... Without that development the character is
static and tends to become boring. Without levels of conflict (not
necessarily physical combat) goals are too simple to accomplish... leaving
one with little motivation.

Remember, though, that people are ultimately here to enjoy themselves. It
is not always obvious where their enjoyment lays, where the boundaries of
a conflict lie, or even who is the victor of a conflict. Sometimes it is
not even obvious to the players involved. They are entertaining each
other and enjoying themselves, and that is what is important.

Don't judge other people's RP based on what you may or may not enjoy. If
they are playing it out, then they obviously are having fun and that is
what counts. If you, personally, don't find it fun... then don't get
involved. It's as simple as that. There's a wide variety of people here,
with diverse tastes in entertainment. As long as a player is willing to
entertain others, help them have fun through the role they present, then
there should be plenty of chances for enjoyment.

Fun-based RP!

While the term 'consent-based' Role Playing is often used to describe
free-form RP, a better term for this game is 'fun-based'. People show up
time after time because a game is fun. They are enjoying playing their
characters. They enjoy the interaction with other players. They have fun
telling stories that involve their characters. Consent is the tool, the
means, to the end of having fun. It isn't about one person, it's about
people. Fun that is shared is often the most enjoyable.

If it were not about sharing, having fun with a group of people, then why
bother with a game like this when there's video games, computer games,
even books and movies out there? It's the involvement with others that
make this medium worthwhile.

Which means that fun Role Playing should be done in ways that entertain
others.

Social RP can be a lot of fun, and sometimes it is all someone wants
(games are for relaxation, after all). But sometimes people want to see
direction, achieve goals, and otherwise add to character growth. But
At least, goals aren't established by the staff for the PCs. It's up to the players to do that, though staff will certain give suggests and help out if asked!

where, when this game doesn't have established goals and directions, do
they come from?
 


From the players. It's not a matter of applying for tiny plots (though
there are guidelines for that in 'news rp plots'). It's a matter of
players spontaneously coming up with ideas and situations for others to
play through. They don't have to have any structure, or even an defined
beginning or end. Many times something will arise out of the interactions
of players without any real concerted effort. As if it were always there,
just waiting for the right victi-- err, supporters.

Most characters will have 'hooks', things about the character that others
are invited to RP off of, or ways to encourage interaction. Other times a
bit of dialog will give birth to a great idea for a series of scenes. But
one should never expect opportunity for play to just flow from the
woodwork... They are made. It is the skill some players have in
portraying characters and their stories that adds creative flair to what
might otherwise be a static scene. Even then it takes more than one
person.

It's not always apparent where something is going, where it came from or
sometimes even what it is. The unknowns are lot of what makes free-form
RP so much fun. But there are a few guidelines on how to keep it from
getting mired in place.

Free Form RP Guidelines

Take turns as the adversary-role. This doesn't mean each player should
use their character to be the enemy. But, rather, players shouldn't
depend on one person to provide all the challenges. Or the NPCs for that
matter. Take turns, combine efforts, and have fun with the openness of
the system. Just remember to cooperate while doing so and communicate to
prevent problems from arising.

Cooperative Smashing: This one can take a bit of practice, but the gist
is that just because one player comes up with an idea doesn't mean they
have to be stuck with portraying every element. A good example is a
combat with a large number of enemies. While it might have been Robert's
idea and he may have posed the NPCs initially, that doesn't mean he needs
to be relied on for every response. Players can divvy up the
responsibility, each taking a few enemies for their characters, and
handling the responses after Robert indicates the general idea. Like in
most things, communication is important.

Don't be worried about splitting up: Most people realize something quite
early about the online community. One can never be sure when another
person will be around. Real Life has a way of interfering in the most
amazing ways. The larger the number of people that need to get together,
the less likely it will be to happen again. Communication helps a lot
with this, but when it comes down to it, don't hold onto scenes with too
tight a grip. It's never fun to be 'scene-locked' for days at a time
while players wait for a chance to get together again. This isn't so much
an encouragement to /not/ be willing to wait for others, but a gentle
nudge not to worry about it /too/ much.

Try to set up alternate scenarios. See if people can split into separate
groups to carry out sub-elements of a scene and re-group later. Through
OOC communication it is easily possible to even have something that
started as a large group divided into smaller parties without much
trouble... even @mail can be used between the people to simulate meeting
up if needed.

The important thing is to try and keep the playing going. Using alternate
methods can keep a great idea from going stagnant due to the difficulty of
intersecting time online again.

Don't Worry, Be Happy & Don't Panic

"Don't Worry, Be Happy" and "Don't Panic" are two great things to remember
while Role Playing. The first stresses entertainment and having fun. The
second stresses taking things in stride. Both of them together are about
reacting positively to situations.

Just because it looks like something adverse is about to happen to your
character doesn't mean that it is /bad/. Look at the challenge involved.
Jupiter's Childrens is a world of advanced science and technology that can
often be far in advance of our own. Permanence only applies when players
wish. Debilitating injuries, soul-deep wounds, or being cuisinarted into
a million pieces and fed to ants doesn't mean it's the end of things for
your character. Imagination and some creativity can allow a recovery from
just about anything.

And it can often be highly entertaining.

If a situation looks hopeless, ask for help in resolving it before
deciding against it. Often something that looks impossible for some
people is thought of differently by others. As usual, communicate and
cooperate to achieve an entertaining result. And just because you believe
that the situation is hopless does not mean the other players had that
kind of result in mind.

Actions and Consequences

"In Character Actions equals In Character Consequences" is a phrase often
touted on many games. And while it is true that 'good' RPers will play
through the logical results of the actions of their characters... 'great'
RPers will play with the /results/ as much as the actions. Don't be
afraid of results, anticipate and use them in the flow of the story that
is being written through the course of RP. It's an ability often employed
by authors. To take a simple action and then follow the result of that
action to more actions, more results, and onward until the conclusion of a
story. Often with breathtaking results.

Which is why taking things in stride and enjoying oneself are so
important. If a situation arises due to the actions of your character...
play /with/ it rather than around or against it. Afterall, if the result
is the logical response to your action, then does that not mean ones
actions in response to the result are just as logical? :)


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