@Arkandel I guess in hindsight I should have more clearly logged the changes I made. Some of them were pretty minor at the time or just editorial adjustments. I sat down and started really cutting and snipping pieces here and there to pull out fluff and move things around so they made a bit more sense.
Posts made by Halicron
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RE: Halicron's Rules For Good RP (which be more like guidelines)
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RE: Halicron's Rules For Good RP (which be more like guidelines)
I've made some pretty substantial edits to the 'Rules for Good RP'.
I usually make some minor tweaks about once a year. This year I sat down for a while and talked with a lot of players I like and respect. I noted their good habits and wrote down their pet peeves. I looked at things I did that people liked, or disliked, and re-read a lot of the criticisms posted in the comments. Then I took all of that back here and applied it to what I'd written (originally more than eight years ago at this point).
I tried to edit and cut back as much as possible so it wasn't so much dense, heavy text. I hope folks enjoy it and find it helpful. It's not the only way to roleplay, but it is what works for me. I hope it works for you, too.
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A Writer's Guide to Jungian-style Archetypes for Characters
These aren't classical psychological traits but rather a way of sorting biases and preferences for characters. We've been limited a little by archaic structures like the 3x3 alignment chart, which can struggle with nuanced motivations and tends to create caricatures of alignments rather than loose sortings. This image is very much not about the relativity of good and evil, though most of the listed traits are positive ones. For a description of the 'dark animus' motivations for villains or antagonists, click through to the Imgur link below and read the longer descriptions.
When trying to find someone's voice, especially with original characters, you might start by asking yourself two questions:
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Are they driven by their Id (instincts and desires), Ego (sense of self and inward focus), or Super-Ego (relating to others or society?)
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Do they want to leave the world a changed place? Are they idealists in search of abstractions? Do they want to create or enforce order? Or do they form personal connections with individuals?
No person is all things to all people, of course. To borrow Star Wars, Luke (in the original trilogy) starts out as an Explorer. Later, he takes on aspects of the Outlaw as he joins the Rebellion and fights the Empire. In the Return of the Jedi, he becomes a Hero to fight Darth Vader personally.
Hopefully this graphic and the attached guide in the link on Imgur helps provide people a useful tool for evaluating motivations and desires.
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LF Coder
Just like it says, I'm looking for a coder who's willing to put in some weekend effort to help me get a game off the ground. I've got the theme, files, wiki, policies, all that completely ready to go. It's a Super theme MU with heavy emphasis on RP and a combination of permissive atmosphere with concrete, durable timeline.
The setting is a fully unified DC/Marvel setting that integrates Wildstorm and Top Cow-- but accommodates everything from Dresdenverse to Ghostbusters as well. The biggest draw is that there are minimal retcons and resets. Players are encouraged and expected to act as their own 'group heads' for RP and theme, whether it's a group of 1 character or supervising an entire heroic 'family'.
I'm looking at Faraday's Ares MUX environment as the easiest way to do this. It's supposed to be near-turnkey and can effortlessly integrate a wiki and an in-browser environment. I have a shortlist of people who are willing to do day-to-day admin work but I desperately need help just getting the system off the ground from a tech standpoint.
Please contact me if this is something you'd be willing to help with.
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Looking for Coder
Says it all. We're a bit shorthanded on a game in development on the coder front. It's a superhero, mixed-universe concept. It's otherwise good to go but we need someone who can help our staff admin install and configure Rhost and build the core DB. A full time coder would be great (no admin work, just coding) but realistically someone who can just lend a weekend or an evening to help us get off the ground would be a phenomenal help. Please PM me if you can help us out. Thanks much.
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Halicron's Playlist
SW1 Mush: Vengan Draelis
HeroMUSH (2012-2014): OG Magneto, OG Deadpool, Wonder Woman, many others
CoMux: Betsy Braddock (2015-2017), Fairchild (2015-), Constantine (2015-2017)
1963: Bucky Barnes, Jen Walters
United Heroes: Kaldur (2018), Booster Gold (2018, Superbuddy), Monet St. Croix (2017), Janet van Dyne (since Jan 2019), Silver Sablinova (2019), Ororo Munroe (2019)
Common Descent: Dinah Lance, Jen Hayden
Empire State Heroes: Koriand'r, Constantine -
RE: Booster Gold @ United Heroes
You: A rabidly hilarious Ted Kord with a penchant for ineptitude.
Me: A Booster Gold who took Intelligence as a dump stat.Our eyes met in the lounge, and we both yelled "DUDEBRO!" and hijinks followed.
PM me, I'm still around and on a few games.
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RE: Halicron's Rules For Good RP (which be more like guidelines)
@Misadventure It would be, definitely. I'm trying to keep it under 15,000 characters because most of the games I've seen have that as a post limit. I think I've exceeded that even now, so I'm trying to edit it as much as possible for length now.
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RE: The Waiting Game
As a stranger on the internet, I have no issue telling you how wrong you are about everything and how irrefutably right I must be!
Kidding aside, it's a tough situation. My recommendation is always plain talk. Send an @mail when you know he's active and not idle.
"Hey Sam, I'm looking forward to that RP we talked about. I feel like we're not on the same page regarding timing, though. I know you're very busy with RL, so if you want to drop this plot thread with Bridgette, that's fine, just please let me know one way or another. If you still want to coordinate something or just off-camera some of it, let me know. RL can be a bear, so if I don't hear from you by the end of next weekend, I'm going to go ahead with _______ plan of action so I can get Bridgette off the bench. Please let me know if ______ is unacceptable, and I can go with Plan B which is ________. Thanks a lot! -Bridgette."
As a rule I would refrain from doing anything that might negatively impact an NPC 'owned' by someone else. If it's totally critical for Bridgette's RP, then you might mention to a staffer-- very politely-- that you need some plot help to get Bridgette's RP moving forward.
Good luck!
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RE: Halicron's Rules For Good RP (which be more like guidelines)
I've made some substantial edits. Thanks for the input everyone! I really appreciate the feedback. I hope you continue to find this useful in your RP, or failing that, useful as a way to tell people what NOT to do.
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RE: Halicron's Rules For Good RP (which be more like guidelines)
Also, for anyone who thinks I am a prattling asshole who takes shit too seriously, I have been known to play Deadpool from time to time-- and I have literally emitted Deadpool addressing the other writers present and chastising them for their bad life decisions, sloppy writing, or the meandering sexual habits of their parents. So I'm not above getting 'meta' with my humor.
Remember what day one was of creative writing class, 'Here's all the rules'. Day two, 'Now, we're gonna break all the rules in order, then by height'. These 'rules' are the things I reflect on when I roleplay. It's very easy to give short, terse replies, but the quality of the narrative seems to suffer after the fact when I'm reading the end result via log. There are times when the pace of the story absolutely demands a quick, snappy two-liner, because it's moving fast and taking time. There are times when it's great to slow things down and craft a magnificent single moment to capture the enormity of it all.
There's a time when a powerpose is -beautiful- (always with permission). One of the best praises I ever got was from a friend on Hmux when ICly his character pissed off Magneto for the nth time. It'd always been cool detente, it had always been cat and mouse, and Magneto had never been violent with this fellow (who's notionally immune to most physical harm). My friend swore to god he'd never felt more scared, channeling his character, then in that moment when Magneto grabbed him by the throat and throttled him. He said 'I am literally, actually afraid in RL, and this is incredible'.
Rules are meant to be broken and bent! I'm really pleased at the debate it's fomented. If you think my rules are dumb and stupid, that's awesome, because maybe you've got BETTER rules! Maybe you make your own rules, and then break them, because you're a wildcard maverick who doesn't play by anyone's rules, even his own.
These are the things I think about when I roleplay. I think about crafting a narrative, painting a picture with my words, and creating depth in a scene that reads like a novel afterwards. If you go for something else in your writing, more power to you. Diversity is what makes us great.
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RE: Halicron's Rules For Good RP (which be more like guidelines)
@mietze Oh yeah, the vicious telepathic pass-agg. That's a horrible one.
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RE: Halicron's Rules For Good RP (which be more like guidelines)
Hey, like I said-- to each their own. Take what you like, leave what doesn't work. Sometimes styles don't mesh, and that's okay, too.
Considering I just flrrpd that out in about a minute and a half with no context, I feel pretty good about it!
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RE: Halicron's Rules For Good RP (which be more like guidelines)
@faraday said:
But this: "A good RPer can turn a nod into a six-line pose."
Really? That I'd like to see
The question was a difficult one to answer, and it clearly vexes Bill in a way that's troubling the stout fellow. He pauses, pursing his lips, but checks himself before uttering a word. Dusky grey eyes the color of graveyard granite flicker across the street, to a gaggle of children and tolerant mothers watching like mother hens. Remembering the cigarette in his fingers he brings it to his lips and inhales, ash crackling in the silent wake of inquisition. He holds for a count and then like a smouldering dragon exudes twin plumes of smoke through his nostrils. The late winter's winds pick the ash up and carry it off and away, into the crisp sky overhead. He turns back to Denise, finally, and a tight smile crosses his face. His head dips a fractional amount-- the thinnest of concessions-- and then the smile disappears, and his cool gaze returns to unreadable speculation of passing pedestrians.
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RE: Halicron's Rules For Good RP (which be more like guidelines)
@Derp thanks man. I'm still tweaking it with some notes and stuff 'cause I can actually proof it better, here, and go 'Oh yeah, that's a thing I wanted to mention'.
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Halicron's Rules For Good RP (which be more like guidelines)
Lots of people complain about not finding good RP, but don't tell you what they're looking for. So, I'm going to try to give some helpful advice. Take what you need and leave the rest, as they say.
I have a theory, though, about why people fall into certain kinds of RP and can't seem to grow beyond that point. The two kinds of primary RP are A: bar RP and B: combat. Both kinds of RP naturally give your character something to do. Or something to which they can react. When you are drinking, you always have something to do in your next pose-- take a sip, order another drink, flirt with the waitress, whatever. Fighting is easy because it's all 'hooks', things you can easily respond to (I punch you, you punch me, round it goes). So, the secret to improving your roleplaying is to figure out what it is about those two kinds of RP that make it so easy and translate it into other things.
When I first started RPing back in the Ice Age, I sucked. People were nice enough to give me massive amounts of help along the way. This post is a "pass it on" sort of philosophy, not an "I know better than you" thing, so, if it feels that way, please accept my apology ahead of time.
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Make Other Writers Shine. Remember the first rule of writing: ‘What does this character want, and what’s stopping them from getting it?’. Ask that question of other player's characters. MUSHing is free-form collaborative fiction. Roleplay is both a game of improv and a game of catch. Neither of these are zero-sum competitions. The goal of catch is to throw the ball where the other person can catch it. The goal of improv is to make the whole team look good. Any decent writer can throw out a 'hook' or element that provokes a response. A great writer anticipates the motivation of other characters, the needs of narrative, and even the preferences of other players.
Offering to buy someone a drink is a lot less interesting than tripping into someone at the bar. Make other writers the star of the scene. Don't just tell stories where the other characters are merely an audience that offers periodic applause. -
Show, Don’t Tell. Dialogue without context is difficult to interpret. Overstate physical expressions and gestures rather than writing ‘He is sad’ or ‘she is angry’. Tense frowns, worried headshakes; a flashing grin or a subtle wink can quickly clarify intent in ways subtle or exaggerated. The words ‘very’, ‘lightly’, and ‘gently’ should be removed from your vocabulary. “She’s very tired and gently sits down” is much weaker than “Shoulders sagging from exhaustion, she eases herself into the sofa with a groan of relief.” While the other players have limited omniscience, the other characters do not. The game is played via the characters interacting with each other. Internal monologues, 'thought bubbles', are weak writing because characters aren’t privy to them. Think about how people talk with their hands, or their eyes. Body language is implicit; use that in place of explicit meta-narration. Show, don’t tell.
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Don't Ask for RP. Asking for RP is asking other people to entertain you. Offer to create RP. You, and only you, are ultimately responsible for your activity or lack thereof. Take the initiative, approaching people in a direct manner with specific ideas in hand.
Never just ask "Do you want to RP?" Lead with an explicit pitch. "I have an idea for a scene. Would you be interested in catching bank robbers/helping my character/discussing politics?" Personal character plots are a great tool for breaking the ice. Nothing motivates participation like asking someone for help, both in and out of character.
This applies equally true to in-character actions. Often people who complain about a lack of attention in a scene are being wallflowers who are being about as interesting as the scenery. They are either not contributing to the conversation or are only interested in talking about themselves. Acting like an NPC will get your character treated as such. You have to write your character in a way that compels other characters to approach them. People aren't going to go out of their way to approach your character just because of a lot of expository narration in your poses. -
Use quirks and props. Your character is a person moving through the world. Don’t write them like a disembodied voice in an empty void. Describe a conversation while walking down a sidewalk in winter. Add pushy pedestrians, honking car horns; a cold wind that cuts to the bone. Describe clothing and how they wear their hair. There’s even nuance to lighting cigarettes. Is there a favorite item of jewelry that they play with? Are they merely ‘in’ the room or do they flop into a favorite, comfy chair? Quirks make characters more human and more relatable. A character might have a fear of spiders or be tone-deaf. Grizzled old vets always sit with their back to the wall and ESL characters slip into their native tongue when under stress. Characters should be described as in motion, not merely as statuary.
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Don’t Be Batman: Even if you’re playing Batman. This is more of a comment about the ‘Mary Sues’ and ‘Marty Stu’ type original characters but it applies to media characters as well. Players with this reputation swiftly find that they’re just not welcome anymore, because in every scene, they win. This goes beyond the ‘Squirrel Girl’ running gag. They always have the last word. They never make a mistake. They are smart, handsome, urbane, charming, and generally unbeatable. If you bring up a problem, their next pose will draw a straight line from A-B to solve it in one easy step. Even their flaws are played off as strengths. If they do go down, it’s always at the height of maximum tension and with the most possible drama.
It is okay to play second fiddle in a scene; it’s okay for even super-human characters to have realistic flaws and weaknesses. It's okay to not know the answer, or to make a mistake. Playing characters who never have to run afoul of their own weaknesses is a dreadfully boring (and largely masturbatory) exercise.
The best stories start with the protagonists losing in the first half, only to rally and come back even stronger in the second. Heroes are not defined by their strengths; they're defined by how they overcome adversity and even failure. -
Get a sense of timing. It's not necessary to respond to everyone and every thing in everyone else's poses. You end up with nightmare scenes where everyone is conducting three or four parallel conversations while walking full circles around crowded rooms. No one talks like that in real life. Think about how long it takes to voice a thought aloud, or responding to someone’s hyperactive stream-of-consciousness. Pick a single topic to address and ignore the others. Change the topic or reply with a mute shrug. Throw a pencil at someone in lieu of a response. Whatever it takes to break it up. If nothing else, stop to take a breath once in a while. Matching effort in poses is important-- don't be the person who drops a two-line response to the pose the other player worked very hard at.
That said, there are no extra points for word count. It's better to drop a short and meaningful pose than to make people wade through 50 lines of purple prose about a bag on the wind. It’s helpful to plan your pose out, pre-writing a bit of what you know you want to do while the scene unfolds. Ask questions, make plans, get clarification. You can cut down on your typing time and respond more organically to the scene in progress. Write your scene like you know someone will read it later. -
Agree upon the use of tense and stick to it. A broad consensus is that Roleplay is done in the 'active' tense-- 'He goes, she walks, they leave'. Recollections/memories can be had during RP, but deserve their own paragraph or brackets around them so the reader knows it's a memory and not the active scene. Play to the tense established on your game of choice.
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Avoid powerposing. Powerposing is when you take control of other player's character. It can be the sort of faux pas that kills RP on the spot.
An extreme example is "Bill pulls out a gun and shoots Ted twice in the heart and kills him." Ted should get a chance to dodge, turn them into near-misses; or, have a dramatic Body Armor Reveal (a la Marty McFly). If nothing else, it should fall to Ted to describe how his character dies. If Bill is writing out Ted’s reactions or responses, then that implies to the other authors that they’re not really needed in the scene. Even if your character can violently shove someone else around, it’s inappropriate to write that action without permission.
There is a corollary here: no-selling someone else's actions is itself a kind of power-posing. If Bill's the greatest marksman in the world and Ted has the reflexes of a potato, then Ted's going to take two rounds to the chest, absent a miracle.
In some cases, powerposing can be an asset to good writing if done with clear consent. This hobby is about collaboration, and collaboration requires a little faith. Statements like "Steve hugs Janet if she allows it" are very awkward. Doubly so if Steve is talking, hugs Janet mid-conversation, and continues to talk. Janet's player is either forced to accept the hug, or the pose make no sense because she slaps him and he apparently carries on speaking. Either candidly ask for a result from the other player, or structure your actions carefully so that any possible reaction won't disrupt your pose. -
Be time-courteous. If you're involved in multiple scenes, let people know. If you need food, let people know. Most folks are very willing to accommodate a bit of laxity, but it's courteous to inform them of that fact. In group scenes in particular it’s polite to drop out of the RP rather than holding things up while you get your affairs in order.
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Play in theme. Stay true to the core material. Playing at Star Wars? Drink jaffa juice instead of cola and play Sabaac instead of poker. Superheroes? Use an sPhone from Stark Tech and get your news from the Daily Planet. Dragonlance? Wear the latest fall fashions that match rider to steed in the best foliage patterns. It does not take much theme flavor to have other players consider you desirable for RP and seek you out. Then if we're all lucky, they'll emulate you and you've added to the game's flavor.
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He’s holding a thermal detonator! Ever seen someone 'scenebomb' RP? You'll know it when you do. It's when with no real prior discussion, a writer introduces an element to the scene that your character can only react to a certain way-- and forces focus on the new player. A common one you see is 'Bill walks up, then gasps and faints to the ground'. Unless you're playing an amoral savage, if Bill's a friend, your character MUST get up to respond to that entrance. More dramatically, it’s ninjas bursting through a wall, or a sudden heated verbal altercation. Conflict is what makes the story go forward but springing unplanned conflict on people stops player enthusiasm dead in their tracks.
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In Context Actions = In Context Consequences. ICA=ICC is a hot topic. Conflict is the root of all narrative. Some people struggle to embrace this idea because of strong emotional attachments to our characters. Some narratives require one character to win, and the other to lose. This becomes a serious problem when people box themselves into a corner, and then make out-of-character (OOC) demands for everyone else to accommodate them. Whipping out a thermal detonator to menace a crime lord comes with consequences. Trying to make OOC demands for exemption from those consequences is grossly unfair to the rest of the player base. Don’t demand other players ‘fix’ things for you by undercutting their own characters.
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Players are not their characters. There's no easy way to say this-- drama kills more games than any other issue. Drama happens when people don't communicate. A character might be an arrogant ass, but the player is not. Just because a character is flirty does not mean the player has romantic intentions. It's when these lines become blurred that drama erupts.
Characters in stories will develop loves, hates, enemies, friends-- conflict should be embraced. Conflict is between characters and not players. Actively seek out and understand your RP partner's perspective and feelings. What spoils narratives is when writers avoid 'plain talk'. "Hey, Max has some emotional issues about his blanket. He's probably going to scream if someone takes it from him." Just prefacing an aggressive or hostile response with this clarification can very quickly reassure other players that the character is reacting inappropriately, rather than the writer expressing their real-life feelings through their character.
Writers of villains, or even just socially imbalanced characters, need to be particularly sure to communicate frankly and reassure others that their actions in the game are part of a story. People don't often enjoy writing scenes with leering or disturbing characters. If you can't have a frank OOC talk with a player about planning relationships or even off-color encounters, then you should look elsewhere for that sort of RP. -
Avoid Meta Posing. There is a fine line between omniscient narration and meta posing. Narration is a useful tool for conveying information to the readers. Good narration sets the stage for a scene. It creates an environment, puts characters into a physical space, and sets the tone. It can even be used to get a chuckle or two.
Badly done metaposing is problematic. Remember, every pose needs to create a hook for the other players to drive the scene forward. Metaposing often only provides information to the other writers.
A sure source of drama on games is when people weaponize the narrator's voice. It often turns into passive-aggressive spite-fests where the writer is using the metapose to express their discontent with a situation. "Jane stops trying to get Jill's attention. Jill's been blowing her off for a week anyway and she clearly is more interested in talking to Jack. Jane will find other people to talk to." The narrator's voices contains nothing useful to the characters. It's a form of powerposing that is dictating the intent or choices of another character. Narration is tricky, and best used with a soft touch. -
Proofread your work. Spelling and grammar are very important. Read your poses aloud as you write them- if they sound awkward, they are awkward. Spelling and punctuation are simply essential. Don't abuse commas to stitch a bunch of fragments into a FrankenSentence: "He looks around, his face confused, turning around he waves at Bob, the man nods agreement, then he walks away."
Remember that capitalization is the difference between helping your uncle Jack off a horse, and your uncle jack off a horse. Or dedicating a book to your parents, Ayn Rand and God. Don't abuse ellipses outside of speech, either: "She nods solemnly...frowning she looks... from one to the next...apparently... the discussion is making her sad..." (a rule of thumb with ellipses is one per paragraph, tops); and, finally, spelling. Everyone has spellcheck these days courtesy of google-- if you know you're a bad speller, run it through Word and right click on anything red. -
Hanlon’s Maxim: Never Ascribe to Malice That Which Can Be Explained By Carelessness. There is an unbelievable amount of wholly un-necessary drama that exists in our small community, and it’s largely due to simple misunderstandings that could have been cleared up with a little direct conversation. It never hurts to take the direct approach and ask someone what their intent is, or was—particularly if feelings are being scuffed. It’s a rare instance where it turns out to be something was actually intended to be hurtful.
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Halicron's Playlist
No one likes a hit and run poster. Here's who I am out in the world.
Constantine et. al @ CoMux
Deadpool/Bruce Banner/Magneto @ Hmux (2014)
Vaapad/Aleric @ SWAscent
Vengan Draelis @ SW1 and both spinoffs.