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before Phenolas can reply Edwin spots a lone young looking elf. Who turns out to be caranlothwen. Hello there young elf! if you would like come and travel with phenolas and myself? it is not good for us to travel alone of these dark paths. Waits for reply form Caranlothwen |
The last comment could be written IC, or at least as a complete sentence! How about He smiles encouragingly at Caranlothwen. Otherwise it’s like you’re right in the middle of the movie, and suddenly you hear the director’s voice saying, "Aragorn, it’s your line next." The post doesn't add anything to the story at all; it's just chatroom-style "hi, come sit next to me!" conversation that could happen anywhere. This is what we mean by "chat" or "socializing" RP.
| At the Sirion she was able to get a quick bath in the shallow waters. Fully refreshed she then prepaird herself and her captive to cross the river. So, are you ready to get wet my annoying elf? You won’t melt will you? She looked arpund for her troops and called them over. Seph, Gash, Inzilbeth, come here my good troops. I need your thoughts for crossing the Sirion. The other garrisons can get along with out your great ideas just fine. |
There’s spelling mistakes, and it’s not fancy writing, but that doesn’t matter: it adds details to the scene, it shows personality, and it gets other people involved in an activity. In other words it adds to the adventure.
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Idril pours Tinw a drink from the Bruinen itself in a crystal goblet. The young harper takes it from the master Bard with a bow and raises it to her first. "To Idril Celebrindal, from whom came the brightest star of all, hope to both Men and Elves," she says, her voice shaky and echoing in the hall. She raises it silently to the Guardians, then drains it.
GREETINGS EVERYONE! I am back from a month of floating arund in outer space and ready to start interacting with races of middle earth once again. Greetings tinw, long time no see.
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Why this is a good idea unless you want to look like an idiot (which can be fun RP if done deliberately):
"Nine Companions. You shall be... 'The Fellowship of the Ring.'"
"Great. Where are we goin'?"
Does this sound familiar? "Bang-bang. I just killed you." "No you didn't!" "Yes I did!" "I dodged." "Well I used a fireball so you couldn't dodge." "Well I'm immune to fire." "Yes, but this is magical fire." 5-year-olds play that game; it's called "I'm BETTER than YOU!" They're just trying to "win", not create and experience a scene together. They don't know any better. Apparently some plaza members haven't grown up either.
In my experience, 80% of questions directed towards the leader have already been answered by the leader three or four times, and to me it looks like: "Mr. Frodo, where is he taking us?" "To Rivendell, Master Gamgee." "Gee, I wonder where we're goin'?" "To RIvendell, Master Brandybuck." "Well, I wish he'd tell us where we were headed." "We are HEADED to RIVENDELL, Master Took." "I wonder if maybe we should go to Rivendell." "Frodo, I said we are going to Rivendell." *SNORT* "Bill, yes, yes, you may also come with us, and yes, we are going to Rivendell, and if anyone else asks I will kill them." *Gandalf shows up* "Hey, Aragorn, old bean, I've got a great idea. Why don't you take the Hobbits to Rivendell." "ARRRRRGHHHH!!!!!"
"May I join you?" posts tend to be the same sort of annoyance. Look at what's happening. Find a reasonable excuse for your character to meet the party wherever it is. Or simply say you'd been there all along.
You are building a scene and adventure together with EVERYONE in the scene. Together. I can't stress that word enough. Always, always include interesting details in your posts that give people something to react to: an interesting side comment alluding to a story you heard; a scar; a leading question that will allow somebody to reveal their dark past; deliberately avoiding saying someone's name because you don't like 'em— anything, so long as it's the sort of thing people can react to, notice, or ask about.
On the other hand if nothing's going on besides idle chit-chat, it's time to move on to the next event/incident before the story bogs down.
| She turned and looked about the camp, observing everything. The bows being strung, Hands upon the hilts of swords.... She calmly took her long knike out of its sheath. Although she owned a sword and a bow, her dagger was her greatest asset. Her skill was unmatched in all the lands of men, but she had no idea about elves. For this was the first time in many years that she had been on a quest with her own race. Evea pulled a whetting stone from a small pouch that hung at her side, and began to casually sharpen her blade. ~ Evea Greenleaf |
I like that post first because it was by a newbie, proving you can do it! But the important part is it tells us something about the character, it emphasizes both talents and limitations, it is reacting to what's going on around her, and it gives you a sense of urgency, tension, atmosphere, which adds to the feeling of adventure, that it's "really happening". And she didn't have to show off how "cool" she was to showcase her character! You could believe this person existed.
Here's the big secret. It's not how "cool" your character is, or what special abilities she has, that gets you into RP: it's what she does, how she acts, and how well she shares the scene with others. Flashy details like a gryphon for a pet, a striking appearance, a mysterious past, an important sword, martial arts moves are all very well, but they're often are a player's attempt to say, "Pay attention to ME!!!!" Magical items and "my character is special" traits are fun for you, but not necessarily interesting to other players. Inevitably sixteen people will show up as some relation of Legolas or having some kind of magic sword. *Yawn.* Oh, wow, another person whose parents were killed in a tragic accident, like everyone else in the room. Shall we compare plot devices? They get stale. What you need more is a firm idea of your character's personality, interests, likes and dislikes, skills and FLAWS, things your character knows about— and things she doesn't! Then you'll be ready to cope with unknown situations in interesting ways which suit your character's personality and past history. THAT is cool.
Maybe he loves the autumn, and goes travelling then. Maybe she always has bad luck with horses. Maybe he carries a little chessboard with him everywhere, and challenges people to duels. Maybe she's very interested in runes, signs, symbols, and believes she's got clues to finding something lost since the First Age— and she's come to her Kingdom to look for clues of it there.
Come up with a basic idea: A man who breeds horses in Rohan, or an Elvish blacksmith, or a dwarf who's forever hunting for a particular sort of ale— and then consider what that person would know or care about, like or dislike, do well, do poorly, want most. Is he/she well-educated or illiterate? Rich or poor? Interested in the politics of the kingdom, or could care less? Outgoing or quiet:? Reckless or careful? Practical, or a poet and dreamer?
Then, when you step into a RPG, keep this person in mind and always ask yourself: what would this person do?
And build on things your character experiences.
For example, I decided I wanted to join the Bards' Guild, not knowing what it was like. The "classrooms" of each teacher had a description, and the one Tinw got assigned to was very high up and had a sunny balcony. So I started RPing that she'd sit up on the rail playing her lyre. Now people know her as the girl up there playing her lyre, music coming down from on high is a part of the "story" of Rivendell RP, and I tied it in with her being a woodcutter's daughter (which I already knew but hadn't thought about): she likes to climb things. She's wound up using that habit in all sorts of ways in RP, to hide, spy, sleep, or all sorts of things I hadn't planned. Tiny things like that build layer by layer, until your character is as real as Sam Gamgee or your next-door neighbor.
But this isn't your story (or hers, or his). The advantage of roleplay over writing is that you don't KNOW what will happen, and your character must react to and learn about people and things you'd never expect. Always remember, you're trying to build or shape a scene with the other people around your character, like five people building a sandcastle. If each person only does his own thing, you'll end up with five mismatched little castles that don't connect. If each of you watches what the other is doing, and tries to find ways to connect, react to, build on what each person is doing, make sure you put in plenty of detail for them to react to in turn— that castle will be six feet tall, far more interesting, far more memorable.
One last thing.
You're writing a fictional character. In one sense, you're "living" in Middle-earth, but remember, this is a story, this person can be very different from you— that's part of the fun— get in trouble by doing stupid things, or just by accident. If your character's not getting along with somebody, the argument is in the STORY; it's not directed at you! Or it should not be. Step away if someone's forgotten the line between in character (the scene), and out of character (real life). You're reading and writing about these people's adventures; those adventures should not be an unpleasant experience for the authors, you or anyone else.
And have fun. Be creative!
Watch your character, and others, grow and change, along the way.
That's the magic of roleplay.