I'd like to add to the discussion in two areas.
@Halicron said:
- Try to describe your character's mood but do it without having us read your mind.
Most people are reading this as describing only the characters actions and not giving any sort of clue as to the underlying emotions. I used to do that as well, until I was burnt (lost a character) because another player misread my pose. What I thought was clearly trying to hold back emotion while begging for another chance, they read as stony-faced lack of remorse.
Nowadays, I try to blend the two. I'll describe the physical cues, but I'll also make sure that the person I'm playing with has some idea of the emotion associated with them. Ex: Lisse is nervous about something. She picks up her glass, twirls it a second and then sets it down again. Next is the napkin, which she begins to fold over and over. What I don't do is give the other player the reason why the character might be feeling that way or the exact thoughts going on in their head.
Like someone said earlier, people tend to take physical cues and assimilate them as a whole without fully understanding the processes that they use to do so. I think it's unreasonable to expect in a text environment that someone do something they have no experience doing in a real-life environment. Also, like I said, totes got burnt on this one.
- Be proactive. Give your RP partner something to play off of. These are usually called "hooks," or RP hooks.
I would rather this rule be called, "Look for and respond to hooks," because right now, the phrase "be proactive" is my pet peeve. It seems like I've recently seen a spade of people criticizing players who are reactive. Players are told to "make their own fun" and then criticized when a game seems to be overwhelmed with bar rp.
I think this idea of having proactive players who start a bunch of interesting plots for their fellow players is also unrealistic. It's also not something that we see mirrored in literature, which means that players don't have a good model for it. Think about it. Jack Bauer* doesn't wake up, leave his house, and start killing terrorists. Jack Bauer wakes up, hears that terrorists have hijacked a plane, and then he leaves his house and starts killing terrorists.
My personal belief that it is the responsibility of staff to provide players with something that they can react to and then to help them find a proactive way to deal with that circumstance or complication, and that by doing this you can creative a healthy and active game. In my philosophy this doesn't need to be a full-blown plot, but can rather be little things to make the player's life difficult.
*I have never watched 24