Fed II Star newsletter - masthead The weekly newsletter for the Fed II game by ibgames

EARTHDATE: March 5, 2006

OFFICIAL NEWS
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STAR CHAMBER

by Freya

A Basic Guide to Free Form Role-play

Free Form Role-play, or FFRP, is - as its name suggests - a natural, open-ended style of role-playing. There is no fixed list of skills, no character sheet, no rules on combat, no casting or system-based character creation. By-the-book gamers look on in horrified fascination at such a lawless realm, but then again, role-playing by-the-book involves a lot of ROLL-playing and very little ROLE-playing. FFRP is the art of spinning tales, story telling with independent characters played by different people in an environment pre-defined by the founder.

A lot of role-playing is based on something most people tend to leave behind when they switch on the computer and log into the Internet - courtesy and common sense. Remember to take those with you the next time you role-play, and the rest should be easy.

1. There is a difference between IC and OOC.
IC stands for In Character, this is you as your In Game Persona; thinking and speaking and acting as the character you have created. Call it role-playing in progress. Or lights, camera, action. OOC means the opposite, Out Of Character, where you can relax, be yourself, and talk about what's on TV tonight. In Fed II the Sol Coms are OOC in general. The XT channels allow players to create custom channels for a vast range of role-playing. Of course, role-playing is far better played "in person" directly in a location. The two styles are best when separated; few things break the suspension of disbelief more then peppering the role-play with OOC comments.

A thing I often see is people taking things that happen IC personally, as an attack to the player and not the character. Most of the time, this assumption is not true. Strife well-executed between two characters can contribute to good role-play, story, and character development. If someone suddenly decides to hate your character, it does not necessarily mean he hates you. It happens sometimes, but that kind of behaviour is just a display of immaturity.

Similarly, OOC should not be taken into IC. You role-play with the IC persona not the person behind the curtain, even if you know the OOC person very well in real life.

2. You don't know me until someone introduces us.
The way Fed II is designed requires us to have a name to identify us by. The game displays the names of players, their rank and game information, but the problem with that is that some people think role-play works along the same lines as a chat room. Although it's perfectly fine to say "Hi Jacob" to a player named Jacob who just entered a the Sol comms, it is a different thing altogether in a role-playing environment either on a channel or in a location. Rule of the thumb: if we have never met, you don't know me, I don't know you. Referring to a stranger by name in an action (eg Alice smiles at Jacob) is fine. Calling them by name is a role-playing boo-boo. If you don't know someone well IC, don't behave like they are your best friend or partner.

3. Language.
Remember what period/species you are playing in and speak the lingo accordingly. This includes but is not limited to:

  • If you are role-playing a medieval-fantasy character, you may want to speak with formal courtesy and courtly phrases. Avoid using out of period phrases like "What's up?" or "Cool!"
  • If you are an animal or alien, do you really speak English? If so, you will need to figure out a way to maintain the illusion of being an animal or other creature.
  • Using vulgar language. Regardless of what your persona is, Sol Coms are kept PG. If you create your own role-playing XT channel or gather in a location to roleplay you have more leeway but it's always safer to stay PG in language use. You can always invent your own swearwords to use.

4. Actions are in the third person.
Some perfectly good sentences get spoilt by confusing the third person and the first person (narrative). Things like "Jacob slips down the path quietly, my hand on the hilt of my sword." Or "Alice walks over to Jacob and puts my hand on your shoulder." Role-playing actions are always in the third person. "Jacob slips down the path quietly, his hand on the hilt of his sword." "Alice walks over to Jacob and puts her hand on his shoulder." Also, remember that actions are in present tense or present continuous tense. This is very difficult to convey on communication channels. Role-playing is much easier in person, in a location.

5. Assume makes an ass out of u and me.
Inevitably, you will walk into a channel or room where the action is already happening. As there is no way of reviewing a log of a room you weren't in before, the only way you can find out the current situation is to ask OOC. There have been many times when someone walks into a room and begins talking to everyone in it, whether they are interrupting conversations or work on an intense role-play scenario! This not only disrupts the flow of RP, but it really annoys the other players as well.

6. Don't read minds.
Be careful when responding to someone. Respond to the actual words you hear or actions they perform, not what they are thinking. For instance, Jacob is thinking of ordering ale but doesn't say so aloud. You see: "Jacob scowls wondering if Diesel is still out of Old Peculiar or if there was an early delivery this morning." What do you do? Nothing. You can't read minds, so you can't possibly know that Jacob wants ale. Don't make a reference to his thoughts in your own action, speech or thought. What goes on in someone else's head is their business!

7. Too much information.
Read this description: "Clara is tall for her age, standing close to 6ft tall even though she is only 15. Her hair is long and brown, her eyes are hazel. She is wearing a pretty dress in her favourite colour blue. She has a little dog named Barky who follows her around. She lives in the forest nearby."

Let's assume you are examining Clara (Ex Clara) for the first time. What is wrong with her description? Descriptions commonly refer to what you can see. Pick out the parts of Clara's description that you should be able to see: the hair, the eyes, the dress, the dog. And the rest of it? You won't know what her favourite colour is, what her dog's name is, or where she came from by just looking at her. Let's rewrite Clara's description:

"Clara is tall for her age, standing close to 6ft tall even though she is only 15. Her hair is long and brown, her eyes are hazel. She is wearing a pretty blue dress. A small dog follows her wherever she goes."

8. There is no such thing as an auto-response.
Combat and spells are tricky things to do in a FFRP environment because of the lack of standard rules. Power-gaming happens. You don't dictate what happens to the other character, even if you are role-playing a powerful wizard or a gorgeous princess who has never cast a spell that didn't work. Always allow an opportunity for the other character to respond. Never write "Alice conjures up a fireball and throws it at Clara, killing her immediately." That is plain unfair to Clara, and Alice may soon find that no one wants to role-play with her if she keeps that up. Writing "Alice conjures up a fireball and throws it at Clara" leaves an opening for Clara's choice of response. FFRP is a very poor place to pick fights, or exercise any skill or actions that would have a "forced" effect on someone else's character. If your persona is Prince Charming, let the other players decide if they are going to swoon with delight. If you create a favourite drink, let your fellow players decide what effect it has on them.

9. Historical Accuracy.
Most people don't care about factual accuracy as long as you don't stray too far from your theme or ask them to accept grossly inaccurate situations. Rapiers have been used in a medieval setting, coffee is easily available because most of us can't live without it in real life, and everybody seems to be literate. As long as you don't bring lasers and M16s into a tavern in the middle ages, you're fine. As far as highly technical role-playing is concerned (eg you're tanning a deer hide and you plan to role-play this in detail), it would be nice if you knew what you're talking about, or if you can make a reasonable judgement on how the process goes. The same rules work on fantasy elements - if you have no clue how magic works, don't go there. There's always a smartass nearby who will laugh, dismiss you as a flake and generally embarrass you by telling everyone in great detail how wrong you are.

10. Be Courteous.
Role-players are people too. It's a nice gesture to say "Thank you for the RP" or "It's been nice RPing with you" when you're about to finish a session. Or asking if you may join in on a session that seems to be already in full swing. In many MUDs and chat rooms, most people are only concerned with hopping to anywhere they can become the main attraction and God's gift to bore you all. I role-play with people who actually say "thank you" and "that was fun, thanks for letting me play". And you know what? I enjoy being around people who respect the time and creativity others put into making role-playing a fun experience for all involved. I won't have it any other way.


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