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Posted: Jun 1 2010, 04:59 AM
Creativity is the ultimate power
Member No.: 1
Joined: 23-July 04
These are standards, suggestions and regulations you must read and abide to before starting or joining a roleplay. Failure to comply to these rules will result with an Administrator or Moderator giving one verbal warning the first time, a member warning the second time and temporary inability to post on the forum varying between a day to a week. No exceptions, even Mods and Admins must follow these rules.
List of Rules
1]Out-of-Character: Abbreviated as "OOC", these written to signify actions that are not from the characters, actions or events within an RP directly and rather from the participant themself to address concerns or other messages directed between the participants themselves rather than acting in-character.
Example: (OOC: I'll continue this roleplay tomorrow, I need to go for now.)
Alternatively, you can signify what you mean by OOC as in simply brackets so the other RPer(s) are aware.
2]No Metagaming: This is essentially giving the character knowledge of things only the players know about and never was informed of it directly. This is bad roleplaying since the character should remain in character, not become an omniscient character who knows about stuff they should (unless that is in character and even then that is a Story Breaker Power). A character must only have knowledge of things they already know of, are informed with or have figured out within the RP itself.
3]No God Moding/Wanking: The most frowned upon violation in roleplaying, God Moding originates from a type of video game cheat known as God Mode, in which it usually grants the player complete invincibility to any and all forms of damage. Godmoding is similar to the God Mode cheat in that your character is invincible. It basically means that you don't allow any negative actions to effect your character, and denying positive actions to happen to others.
Refer to this rant for more details: http://z4.invisionfree.com/roleplay_world/...wtopic=2384&hl=
4]No Powerplaying: Powerplaying is when one particpant takes control of another participant's characters or their actions without their permission.
You can't powerplay an action away. No selling a punch or a kick is understandable in a fight for the sake of realism, but let's say having someone stab at you in a position where your balance is compromised and then magically teleporting back so it's only a scratch instead of an impalement isn't cool. Having a character DODGE bullets shot from a participant and only letting your character get the kill to look awesome is not cool either. A lot of stupid stuff like that needs to go.
These are (from now on) obligatory RP danger levels that indicates the likelihood of action consequences or risks, including death, that the RP will include. RPs may include a transition to varying risk levels and this must be fully understood by all participating. No whining if your character dies or gets maimed due to harshness of a risk level; remember: you agreed to what was expected.
-Kiddy fun world: Cartoony setting or super natural situation or Game master not having the guts to introduce threat removes all threat from the equation.
-Safe: A more social setting that introduces almost no risk of dying unless provocation such as attacking another character or playing with a tools or walking in traffic.
-Slightly dangerous: If your character can't run if threatened by an attacker or cannot fend off a single mook then they will encounter resistance. Common sense is the key factor here as even sub par humans can survive without working too hard.
-Dangerous: A mid range level where your character's skill and talents determines how likely they are to survive. This requires the rper to think before acting.
-Very Dangerous: This RP level is where combat is not only common, deadly, and risky, but requires elaborate timing and practice and if in a team it requires the team to use it's synergy to try to survive. Failure IS an option, as tricks and traps are common. This is normally is where Skillkill's battle RPs are.
-Deathtrap: This RP requires the participants to think smart, fast and work off each other to the fullest to survive. In some cases like a zombie RP it isn't even possible to win. It's just seeing how long you last before you're picked off. If it is possible to win, the team needs to pool their efforts together and make sure no one gets taken out and no one is dead weight otherwise the RP is over before it even begins. Expect a bad end.
6]Character Consequence Harassment: By participating in any RP you have accepted the risks of all of your actions and will not try to bullshit out in a way that unfairly overrides other characters actions or refutes something that has already occured. This includes altering results of actions you commit to (if your character fires from his handgun already, don't alter the action after the post that responded to it by posting your character never fired) and ignoring RP continuity to evade consequences (or plain ignore it because you refused to read posts thoroughly).
Be gracious in defeat and humble in victory. I learned how to Roleplay from super realistic muds and death trap RPs. Effectively this has taught me to take hits and character death without whining. This is not to say the character should lie down and die. But what it does mean is that you should not play god to save them, you should NOT whine when they die and you should not do everything in your power to make someone else's life miserable because they beat you or you beat them. If it's done in character you should give them leeway unless it's clearly OOC and if you get destroyed well...you agreed to the setting when you signed up.
7]No Hijacking: Hijacking is when a participant breaks the RP's established rules by not actually participating in the RP and instead tries to invade the RP or diverge from the RP's theme so they can take control over the RP themself, crushing the plot/goal of the RP itself. All participants must be involved with the RP theme and abide its rules established by the GM, however, deailing an RP is not violating the Hijack Clause as a clever RPer can explore paths relevant to the RP.
Example: A war RP which requires every character to be involved with the theme like soldiers, commanders and even such bystanders like civilians, medics, mechanics, etc... But for some reason, someone attempts to invade RP by bringing aliens from another dimension who have no involvement in the theme or ignore the war entirely by hanging out in the moon.
8]Establish Characters and Details: Pre-establish everything about your character that is relevant to the RP including aliases, abilities, occupations, personality, backstory, measurements, appearance, etc. This helps retain the RP's continuity, prevents too much confusion and gives the other players something to work with.
Establish all powers, skills and other abilities your characters have and remain consistant with them to avoid making up new powers/skills/abilities that they clearly can't demonstrate. Sub-abilities ARE fine (abilities related to a main power such as required secondary powers, powers linked to a primary power such as water manipulators using ice powers and a character with advanced glyph-based magic having excellent art skills) but openly introducing new rules without stating that you're trying something new is entirely different.
To fulfill this rule, please make a character profile for establishments using this sub-forum: http://z4.invisionfree.com/roleplay_world/...p?showforum=160
9]Gamemastering: Gamemasters (AKA: GM's) are the roleplayers who start the RP, establish its rules and oversees the participants who join their RP. Every RP requires a GM and he/she may allow to choose a few participants to act as Sub-GMs for them (think GMs are the RP's "Admin" and Sub-GMs are the "Mods"). GMs and Sub-Gms must not only establish and enforce their RP rule on the starting post, but they must also abide their own rules and stick with it. GMs must keep the rules the same throughout the RP, not add, alter or delete rules to their favors.
Anyone that is planning to join the RP must ask the GM for permission to participate, not jump into an RP freely as they wish.
10]Power Levels: This is something that the GM must establish in their rules and can be discussed between the participants to come to an agreement on the standard power level or spectrum allowed in the RP. There is no limitation to WHAT power levels that the GM is allowed to establish, whether you want an RP between handicaps, muggles, superhumans, cosmic entities or whatever is fine, but all participating characters must have similar power levels amongst each other, even if you play the willfully weak card (in which you must stick to throughout the whole RP).
There are exceptions for this rule to an extent. If the RP has "Boss characters who are a league or two above the standard power level, then that is fine since it can work as a major challenge in the RP to overcome as some goal for the non-boss characters. As long as they are beatable in any way the RP allows it (like a team vs the boss) this power level advantage is allowed as long as the RP boss isn't used as a deus ex machina of the RP.
The more questionable Joke RP Character, a character much weaker than the standard power level established in the RP, are allowed as well as long as you are willing to accept the consequences for bringing an underpowered character into an RP, such as being a chew toy or selling very little attacks.
As Skillkill exampled: "Let's have something at the start of every RP establishing the power level, the risk level and the power types. I've made the mistake of bringing in a sharp shooter against a character who's immune to gunfire before and in another fight where I nearly lost due to the power differential in a fight between a swordsman and someone who could telekinetically halt objects, BARELY forcing a draw in both cases."
11]Common Sense/Logic Adaptation: Remember where you stand. No matter how great your character is in their continuity, be aware that you'll probably DIE, when faced with the rules and characters of someone else's continuity. Not to break my own rules, but pricks are prone to dying in RPs I've participated in recently mainly due to the fact that all of them refused to exercise their common sense. This is something that you cannot do.
12]No Powergaming: One who plays the game for their own advantage that is often used by roleplayers to refer to other roleplayers who they believe care more about character advancement than about roleplaying. Essentially, you are trying everything in your power to "win" at an RP regardless of rules or the fact "winning" may not even be the RP theme.
13]Posting Presence: You should try to post regularly, especially if you are in a group. If you do not post for more than a week, and you do not state that you are going to be absent from an RP, you may be out of that RP so the rest of the members can RP freely. You can only re-enter by making a re-entry post if the other members agree to this.
14]Retconning: On the rare chance that something does go awry and it wasn't necessarily the fault of the RP or clearly a big misunderstanding, a retcon may occur. This is NOT to be done to tilt the odds in the favor of a particular side; it is merely a method to fix human mistakes; no one is perfect here. In order to retcon, you must first stop the RP and communicate with the other RPer(s), preferably in an outside space like Skype or AIM. The retcon must be agreed upon by all parties involved. If a consensus cannot be reached, then contact a mod or admin to address the problem. Worst case scenario, the RP will close. It is highly advisable to not recton frequently, as this shows poor roleplaying ethic. Learn from your mistakes and improve to become a better RPer.
Posted: Aug 8 2013, 09:47 PM
All is one and one is all.
Member No.: 3
Joined: 23-July 04
Updated and added a new segment.
Due to recent events, I highly advise everyone participating in a RP to reread and attempt to memorize the rules listed here. It will teach good RP ethic and help us avoid future pitfalls.