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04/13/2014 09:58 PM 

Do's and Don'ts of Role play / Golden Age

The following post is a reference. The original text was written by The Genocidal Monster and can be found at this address: https://www.roleplayer.me/view_forum_topic.php?topic_id=11069&group_id=2000


Basics

  • Roleplay is all about communication on and off field. Off field before a roleplay begins, both players SHOULD know where they want the roleplay to head.
  • Off Field: Are you roleplaying for a fight? Are you roleplaying to progress a story? Or are you roleplaying just to see who is better at killing? These conversations are great preventers of future disputes over the roleplay. If these conversations are not put into place before a roleplay, problems will more than likely occur. Take for example a person who is roleplaying to fight. If they meet a person who just wants one hit kills, then disputes over fairness will occur.
  • On Field: Legibility is important. If you can't convey what you mean, reword it or simple remove it from your post all together. Any questionable things in a post will always slow down a roleplay. Remember, you have several hours to look over your work before you submit it. This gives you plenty of time to look over your post, or even send it to friends to make sure it makes sense.
  • Roleplaying is all about smarts. Roleplaying is truly a game of chess. Always educate yourself as much as you can on a subject. Whether it's learning the science behind an element, studying an anime/cartoon, real world fighting, or simply just observing other roleplayers. Knowledge is always your most powerful ability.

Do's for Fighting

  • "Keep it simple stupid". Never try to describe a movement that is too difficult for you. By attempting to do so, it will just cause confusion. Over time, everyone gets better at explanations, but you should never dive into something you aren't ready for. An example is say you want to perform a complex set of movements. If you aren't ready to do it, your post would look like loosely connected words. Always go for the simpliest move you can do to avoid OOC conversations.
  • Never depend on abilities. There is a common trend among roleplayers to add to your character to make them more powerful. It is always better to be really good at something, than be decent at a lot. What I mean by this is that is say you have a character who can control five different elements. Face value they look very powerful, but if you are going against someone who has spent years just perfecting water play...then more than likely they will defeat you. A great example was shown in the show "The Legend Of Korra" on episode three. For those that don't know, Korra at this time has mastered Earth, Water, and Fire. However, when she came up against people who were pure close combat with no elemental abilities, she lost. (Link https://www.youtube.com/watch?v=K59N3RfCIEI ). The moral of the story, don't add abilities, but rather subtract and build your character from there.
  • Transformations should be avoided for newer roleplayers. In all honesty, performing transformations legally can be a very complicated and sticky process that takes years of roleplaying to know what should be considered fair.

Don'ts for Fighting

  • Don't ever assume you are better than someone else. The moment you do, arrogance becomes your biggest enemy and the roleplays biggest enemy.
  • Always assume you can do better and take criticism to heart. Listen to peoples opinions, and even if you don't agree with them, accept that people have a right to them.
  • Always keep a cool head and keep yourself emotionally distance from a roleplay. The moment you get emotionally involved, the roleplay becomes too personal and issues can start.
  • Don't forget that roleplay is meant to be fun. If it feels like a chore or a hassle, then step away. No one can make you roleplay and do something you don't want to.

____________________________

(https://www.aniroleplay.com/view_forum_topic.php?topic_id=5526&group_id=1486)

T1 hasn't been used correctly since the original T1E made cross genre a big no no.

 

T1 is simply a guideline of rules to follow to create the most fair fight possible. However, it is a glorified excuse to be a one hit kill wonderlust. By having to write every essential detail in your opener, you learn to write as sneaky as possible to say what you have to without your opponent knowing what you are talking about. This creates certain problems in itself. The first is obviously the misuse of misdirection. Most bitching in fights this way come from someone thinking they are typing something completely obvious, but in all honesty is so far of a stretch it has to be open for debate. The other problem it creates is a dangerous game of chess. At first glance a game of chess sounds fun, but the true extent eliminates story in a fight. By having to hide what you are saying, you have to constantly try and outsmart your opponent. By doing this, you plant cheap tricks here and there in an attempt to win the fight as easily as possible. This leads to fights concluding earlier than one may like by the fact that the whole fight, in real time, lasted only ten seconds.

The most effective way to use T1 is to discuss beforehand what kind of fight you would like to have. Are you looking to prove who is the better fighter in tactics, hand to hand, skill, or are you just looking for a fun sparring match for story purposes?

T-1 Golden Age rule set with examples; original text can be found here: https://www.roleplayer.me/view_forum_topic.php?topic_id=20346&group_id=6776


1) Do not god modd; follow the limitation of powers.

Explaination: RP is not about power; it's about skill. Don't simply hand your character so many powers and abilities with so much power that he or she becomes akin to God. Try to stick as closely to your core cannon as possible, and simply do more with what your character already has available to him or her. God modding is not simply attempting to control your opponent's character; it's packing your own character with so much that he becomes a literal god, impervious to damage and capable of doing almost anything. Also, certain powers should be avoided; these powers include but or not limited to: time control, unlimited use of portals, telepathy/mind control, control over all the elements, immortality/invulnerability.

Example:
Wrong:
-A goddess who can control time and also has the power to control her opponents.
-A DBZ character who controls his/her own dimension and/or is master of all the elements.

Right:
-A goddess who has a number of acceptable powers.
-A DBZ character who has gained the limited use of one element.

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2) Interactions are turn-based.

Explaination: Interactions between two RP characters in the T1 format are turn-based, meaning each RPer takes turns making posts. Whether it's a simple conversation or a heated battle, all RPers must give the other RPers a chance to respond. Unless otherwise determined at the beginning of a battle, it is assumed that each RPer has an unlimited amount of time in which to make his or her post, though this should not be abused to the point of never responding. Each turn is over after the second RPer has made his post. Please note that in situations where there are more than one RPer present in a battl, a clear structure for who posts in what order should be made. In a conversation between numerous RPers, the RP does not always have to be turn based, particularly if one RPer present is inactive or expresses that his or her character wishes to be more observational than conversational.

Example:
Wrong:

First RPer: I throw a punch at you and laugh
First RPer: How do you like that?! I then throw a second punch at you, hitting you in the face.

Right:
First RPer: I throw a punch at you and laughh.
Second RPer: I dodge your punch and smirk. That the best you got?!
First RPer: I throw a second punch at you. Not even close!

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3) Separate speech and action in a clear manner.

Explaination: RP posts should be written in a clear manner, and separating action from speech feeds into this. When your actions and speech are bled into each other, it can become difficult to figure out what exactly is going on. It is each RPers responsibility to make each of his or her posts understandable. Typically, it is best to put actions in one of these forms: brackets [[]], dashes --, collons ::::, or stars **. It recomended that you do not use qoutation marks (""), as they are often used for speech and can thus become confusing when used for multiple purposes. It is not required to put your speech in qoutation marks as long as you keep your speech clearly separated, but it is suggested.

Example:
Wrong:

I run at you and then throw a punch at you. So how do you like that?! I hit you again and laugh. Too easy!

Right;

-I run at you and then throw a punch at you- "So how do you like that?!?!" -I hit you again and laugh- "Too easy!"

[[I run at you and then throw a punch at you.]] So how do you like that?!?! [[I hit you again and laugh.]] Too easy!

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4) Use third-person narration when performing actions.

Explaination: When you RP, you're pretending to be a character. This isn't your real self; this is a character you're writing about, and thus saying you're doing something is incorrect; the character you're RPing as is the one doing something. When you perform actions, refer to both your character and your opponent's character by their names or by titles, or simply as "he/she/it" or "his foe/opponent".

Example:
Wrong:
-I run at you and hit you in the face- Take that!
-I run at Billy and hit him in the face- Take that!
-Bob runs at you and hits you in the face- Take that!

Right:
-Bob runs at Billy and hits him in the face- Take that!

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5) Do not auto, or perform any other act which controls your opponent's character.

Explaination: Autoing is the act of announcing that your attack hits your opponent automatically, hence the name "auto". An auto can be anything from a regular punch to a lazer beam to the effects of magic. Attacks may only hit automatically if your opponent fails to respond to it in his or her next post, as any attacks you make that your opponent does not respond to are assumed to have hit and their full effect taken. Also, at no point may your character determine anything at all about your opponent's character, whether it's announcing your opponent's physical condition (ie, bleeding or becoming poisoned) or whether it's announcing their emotional or mental state (ie, surprised or angry). You may hint at these things as polite suggestions or by means of explaining your purpose, but you may in no way state them as fact.

Examples:
Wrong:
-Bob hits Billy, causing blood to gush from his nose-
-Bob jumps towards Billy, causing him to be surprised and making him fall down-

Correct:
-Bob throws a punch at Billy, hoping to hit his nose-
-Bob jumps towards Billy, hoping to surprise him and possibly make him fall down-

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6) Use sub-calculated damage rather than calculated damage when launching an attack.

Explaination: When you make an attack, it is both customary and pragmatic to describe the attack and it's desired effect, but you should not state the effect outright; merely provide suggestions. Stating that an attack will disable, burn, cut, or send your opponent flying is calculated damage, where you determine for yourself what your attack will do. This is wrong; it's up to your opponent to determine the actual effect of the attack. Instead, use sub-calculated damage, where you provide a basic review of what you hope to accomplish with your attack as well as possible effects should the attack connect. This way, you are not determining what your opponent's character does, but you provide your opponent with something to work off of, too keep things running smoothly and quickly.

Example:
Wrong:

-Bob powers up and aims a powerful blast at Billy's chest. This blast soars through the air at high speeds and if it hits, it will cause Billy to be burned and sent flying backwards and into a tree.-

Right:

-Bob powers up and aims a powerful blast at Billy's chest. This blast soars through the air at high speeds, thus giving it a higher chance of connecting. Should it connect, this blast could possibly pack enough power to produce a burn of some sort where it strikes, as well as possibly send Billy flying backwards if he was not prepaired for it. If Billy is hit and sent backwards, there is the possiblity of him crashing into a tree.-

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7) For each of your posts, you should both respond and attack.

Explaination: Each time you post in an RP battle, you should respond to your opponent's previous post. Do not simply ignore what your opponent said and/or did in his/her previous post. If an attack was made, you must show your character's reaction to it even if you choose to allow it to hit or you choose to dodge it completely. If you do not do this, your opponent can assume that the attack hit, and make mention of it on his/her next turn. And when you respond to your opponent's post, actually provide some detail on it. Do not simply state that it hit or missed. Describe, in a logical manner, how you dodged or blocked the attack if it missed, or describe the actual effects of the connecting attack if it connected with you. If you choose to take a hit, be sure to allow your character some damage; don't simply shrug everything off all the time. Upon responding to your opponents post, it is then customary to make an attack or attacks of your own. Remember, be sure to be descriptive in this, should you choose to do so. However, there is no rule stating you have to attack each turn; you can feel free to simply react to your opponents attack, but this is usually not the case.

Example:
Wrong:
First RPer: -Bob throws a punch at Billy, attempting to hit him in the jaw and possibly causng it harm. Afterwards, he would jump backwards and sneer- How do you like that, Billy?!
Second RPer: -Billy would jump at Bob and attempt to knee him in the stomache, attempting to leave him breathless- You suck, Bob!

Right:
First RPer: -Bob throws a punch at Billy, attempting to hit him in the jaw and possibly causng it harm. Afterwards, he would jump backwards and sneer- How do you like that, Billy?!
Second RPer -Bob's punch towards Billy's jaw connects, and Billy his moved backwards as he feels a surge of pain throughout his face. Growling in pain and anger, Billy would then jump at Bob and attempt to knee him in the stomache, attempting to leave him breathless- You suck, Bob!

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8) Use correct spelling, grammar, and sentence structure.

Explaination: RP is a world of words, and as such, your posts should be treated with the same amount of thought and attention as you would use for homework. Posts that are sloppy and filled with mistakes can be hard to read and understand, and take away from the RP experience. Shortcuts such as "u" for "you" and "4" for "for" should also be avoided, as they unprofessional and annoying. Also, using proper sentences can create an easy flow of reading. If a post is one long sentence, without breaks, or is simply a combination of sentence fragments, this can lead to confusion and both stalls and inhibits RP. It is each RPer's responsibility to make sure his or her posts are clearly understandable. It only takes a few extra moments to do so, and it can make things so much easier.

Examples:
Wrong:
-Bob jumps back 2 ecsepa Billy's attack and then runs striahgt 4 Billy- U r dead!
-Bob is hurt but he don't care he just runs 4 Billy and when he gets close he throws a puch and it misses but then he laughs and throws more punches when he's donw he tries to kick Billy then he runs away climbs a tree and laughs down at Billy and then he shoots at him with his gun-

Right:
-Bob jumps backwards to escape Bily's attack and then runs straight for Billy- You are dead!
-Bob is hurt, but he doesn't care; he just runs towards Billy, and when he get's close, he throws a punch. It misses, but Bob laughs and simply throws more. When he's done, he tries to kick Billy, and then runs away to climb a tree. Upon doing so, he laughs down at Billy and then shoots him with his gun-

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9) Be descriptive and use detail for both your character and your attacks.

Explaination: T1 RP is all about in-depth roleplay. Providing vivid descriptions is a part of this. Do not simple state the name of an attack, or use a minimal amount of description for what you are trying to accomplish. State how your attack works, what it looks like, where it is aimed, what it is supposed to do, etc. And don't simply do this for your attacks; also spend some time describing your character. What does he/she look like, where is he/she, how does he/she feel, what is he/she trying to accomplish, what's going on in his/her mind, etc. The more descriptive you are, the more in-depth and interesting your posts become. However, do not simply state the same facts over and over again simply to provide more information. Refrain from using repetative variation; that is, don't simply state the same thing again and again in a different way.

Example:
Wrong:
-Bob throws a punch at Billy-

Right:
-Bob becomes angered by Billy's treatment of him, and soon it becomes too much. Enraged, Bob launches himself at Billy, throwing a stiff right hook aimed towards Billy's jaw in an attempt to silence Billy. Bob hopes to connect this punch and possibly cause some pain for Billy, and as he attacks him, Bob grins a wicked smile of anticipation and joy for having finally struck back.-

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10) Use paragraph structures for your posts.

Explaination: If your posts are long, fracture your post into numerous, sensible paragraphs. Do not simply have one long, huge paragraph. Attempt to limit one attack or response to each paragraph. This makes long posts easy to read and follow. Long, descriptive posts may be the aim of T1 RP, but if it's confusing or cluttered, it loses it's respectability.

Example:
Wrong:
-As Billy took a swing at him, Bob would jump backwards, putting distance between himself and Billy. Billy's punch would sail through the air harmlessly, as Bob was now out of Billy's reach; and as it was only one punch, Bob did not have to do more to dodge his opponents assault. Bob would then launch himself at his opponent, rage evident upon his face. He had been waiting for this moment for a long time, and now that the battle was here, Bob was ready. Billy was going to go down this time; Bob was going to make sure of it.- Here I come, Billy! -Bob would throw a punch at his opponent as he crashed into him, attempting to use his momentum to add force to his blow. He aimed this punch for the bridge of Billy's nose, attempting to hit him right between the eyes; if this was to connect, it could possibly injure Billy's nose, as well as produce some possible vision problems that would make the rest of Bob's attacks more likely to succeed. Bob hoped that this attack would prove effective, but if not, he was not concerned. Upon making this punch, Bob would then move into an offensive position where he would then throw a series of punches straight for Billy's gut, attempting to use his body as a punching bag. Each punch was swift and hard, and those that connected could possibly cause Billy to lose his breath. Too many connecting punches could prove to be quite harmful. If Bob's earlier punch had succeeded, and the effect he had been aiming for achieved, he would be more likely to connect with a lot of these subsequent punches.-

Right:
-As Billy took a swing at him, Bob would jump backwards, putting distance between himself and Billy. Billy's punch would sail through the air harmlessly, as Bob was now out of Billy's reach; and as it was only one punch, Bob did not have to do more to dodge his opponents assault. Bob would then launch himself at his opponent, rage evident upon his face. He had been waiting for this moment for a long time, and now that the battle was here, Bob was ready. Billy was going to go down this time; Bob was going to make sure of it.-

"Here I come, Billy!"

-Bob would throw a punch at his opponent as he crashed into him, attempting to use his momentum to add force to his blow. He aimed this punch for the bridge of Billy's nose, attempting to hit him right between the eyes; if this was to connect, it could possibly injure Billy's nose, as well as produce some possible vision problems that would make the rest of Bob's attacks more likely to succeed. Bob hoped that this attack would prove effective, but if not, he was not concerned. Upon making this punch, Bob would then move into an offensive position where he would then throw a series of punches straight for Billy's gut, attempting to use his body as a punching bag. Each punch was swift and hard, and those that connected could possibly cause Billy to lose his breath. Too many connecting punches could prove to be quite harmful. If Bob's earlier punch had succeeded, and the effect he had been aiming for achieved, he would be more likely to connect with a lot of these subsequent punches.-



Uriah

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