All the World's a Stage: The surface layer
This installment of All the World's a Stage diverges from the series of roleplaying guides about how to roleplay your race, class, and professions, in order to have a closer look at different layers of social interaction in roleplaying, and see in which ways you can tailor your character for each one.
So there you are -- you've got the coolest, funniest, most heartbreaking character idea on your whole RP server. You login, create your new masterpiece, and start leveling up... But as time goes by, you realize you have a problem. No one seems interested in you! You may be having trouble meeting people who actually roleplay on a roleplaying server, or the roleplayers you run into may not realize how truly awesome your character is. Let's say you even join an RP guild and try to impress your guildmates with your witty "/guild" chatter, only to discover that they're seem mildly interested at best.
What's a roleplaying genius to do? It would be tempting to think that you are not such a great roleplayer as you think, or that your character idea isn't as fantastic as you had hoped, but the truth might lie in something far less depressing: You may have created a character with true depth, yet lacking established friends to explore that depth with, your character has no way of showing it. Making such friends is never easy if you are too deep for them -- they expect some sort of interesting surface-level interaction first. Likewise, if a character is all silly gimmicks designed to entertain strangers, without anything deeper for potential close friends to enjoy, he or she may seem like an attention grabber, entertaining in the short term, but mostly shallow in the end. Choosing the right kind of surface-layer character traits to suit your personality and social needs is essential if you want to have a good experience in roleplaying.
The three layers
When you roleplay a character you essentially have to interact with people at three levels, all of which are optional in one way or another, and each of which provides its own opportunities for you to entertain others and have a good time. These levels are pretty simple: strangers, acquaintances, and close friends. There's a lot of blur between them, so to state them more broadly, they are:
In this article, we will focus on aspects of the surface layer of interaction. Some people would say this level of interaction is unnecessary, because they already have a small circle of friends whose company they enjoy more than everyone else. I would argue such a person is missing out on a lot of good opportunities. While it's true that there are plenty of people out there whose roleplaying style you may not enjoy, there's something very special about the possibility of meeting a new person, making a new friend, and having another roleplaying experience you never would have dreamed of in your stable circle of friends.
The first rule: don't be a loner
Starting out as a new roleplayer, or as an experienced roleplayer on a new realm, you can't really get by with a character who is reclusive, withdrawn, quiet, or otherwise anything like the typical "lone wolf" stereotype popularized in so many movies. It may work for popular media, but in a roleplaying environment, such a character only leads you to a bunch of soloing unless you already have a circle of friends who will pay attention to your character in spite of his antisocial qualities and perhaps see deeper inside him to the things they really like.
So the first rule of a character that works at the surface level of communication with people you haven't met before is that he or she should be gregarious in some way -- generally willing to speak with people in a manner that isn't immediately offensive. Even if you play an evil character, it probably won't do much for your reputation if you're actually hurtful to everyone you meet for the first time.
The second rule: consider your first impressions
The second rule for this layer is resides in a choice you must make: How memorable do you want your first impressions to be? In an article I wrote last year, I assumed that every roleplayer would always want their characters to rise above those normal, completely forgettable interactions with have with strangers every day, and make some sort of special impression on people. I suggested designing some sort of "quirk," or character trait which you could instantly bring out in many situations. For example, a mad scientist character could use "science" to solve literally any problem, from a broken sword to a broken heart; a bloodthirsty fighter could open a conversation with "so, how many gnomes have you killed today?"; and a shy rogue could make a memorable first impression by introducing himself with stammering and embarrassment, then stealthing for a little while and continuing the conversation from the shadows. Each of these characters would attract some people and repel others, but a person who wants to make a strong first impression has to live with the fact that not everyone is going to like his idea.
On the other hand, if you're most comfortable with common interactions like, "Good day," or "Hello there, I see you are fighting the same monsters as I am. Would you like to fight them together?" then that's fine -- perhaps you don't even see any reason why you should want random people to remember you. With some people, the best way to make a good first impression is just to be as normal as possible. It's not exactly hollywood caliber entertainment, but then these people aren't looking for you to entertain them -- they just want to have a normal human social interaction with someone who acts in ways they understand.
To quirk or not to quirk
The choice is ultimately up to you. In my case, I've chosen different roads for different characters. The "normal" ones definitely take longer to become recognized by any community, but once people got to know them more, they were usually willing to discover his or her deeper characteristics. The more eccentric characters I made definitely got a more immediate reaction from other roleplayers, in many cases very positive ones. Sometimes I could tell that the person I was talking to wasn't really used to roleplaying, but could tell I was trying to roleplay and so went along with it and seemed to enjoy him or herself.
If you want to promote roleplaying in an environment where there isn't already a lot of it, it really helps if your character is really quirky in some special way so that you can play up your quirks and get others into the spirit of having a good time. Some people may be put off by anything that isn't perfectly "normal" according to their expectations, and you may even need to try and fail a couple times before hitting on a quirky character style that really works. In the end, however, it really pays off for me to always have an accent, special attitude, or particular style which is immediately identifiable, especially if it naturally leads people into the deeper aspects of my character once they've decided they like him or her enough to go on to the next layer of connection. The accent may lead to interesting stories about my character's strange background, or observations about cultural differences; an attitude will help people think from different perspectives; and a style can give people a special feeling of immersion in the game, and make them wonder if your character is just the same on the inside as he or she is on the surface layer.
All the World's a Stage takes a break from the series on roleplaying within the lore this week. Be sure to check out previous articles on similar themes, from how to make your character memorable, to how to map out your character's traits. Be sure to follow the ten commandments of roleplaying!
So there you are -- you've got the coolest, funniest, most heartbreaking character idea on your whole RP server. You login, create your new masterpiece, and start leveling up... But as time goes by, you realize you have a problem. No one seems interested in you! You may be having trouble meeting people who actually roleplay on a roleplaying server, or the roleplayers you run into may not realize how truly awesome your character is. Let's say you even join an RP guild and try to impress your guildmates with your witty "/guild" chatter, only to discover that they're seem mildly interested at best.
What's a roleplaying genius to do? It would be tempting to think that you are not such a great roleplayer as you think, or that your character idea isn't as fantastic as you had hoped, but the truth might lie in something far less depressing: You may have created a character with true depth, yet lacking established friends to explore that depth with, your character has no way of showing it. Making such friends is never easy if you are too deep for them -- they expect some sort of interesting surface-level interaction first. Likewise, if a character is all silly gimmicks designed to entertain strangers, without anything deeper for potential close friends to enjoy, he or she may seem like an attention grabber, entertaining in the short term, but mostly shallow in the end. Choosing the right kind of surface-layer character traits to suit your personality and social needs is essential if you want to have a good experience in roleplaying.
The three layers
When you roleplay a character you essentially have to interact with people at three levels, all of which are optional in one way or another, and each of which provides its own opportunities for you to entertain others and have a good time. These levels are pretty simple: strangers, acquaintances, and close friends. There's a lot of blur between them, so to state them more broadly, they are:
- Surface: people you haven't met before, or are very unfamiliar with;
- Inside: people you interact with somewhat regularly (such as guildmates);
- Core: people you know very well, and choose to spend time with whenever you can.
In this article, we will focus on aspects of the surface layer of interaction. Some people would say this level of interaction is unnecessary, because they already have a small circle of friends whose company they enjoy more than everyone else. I would argue such a person is missing out on a lot of good opportunities. While it's true that there are plenty of people out there whose roleplaying style you may not enjoy, there's something very special about the possibility of meeting a new person, making a new friend, and having another roleplaying experience you never would have dreamed of in your stable circle of friends.
The first rule: don't be a loner
Starting out as a new roleplayer, or as an experienced roleplayer on a new realm, you can't really get by with a character who is reclusive, withdrawn, quiet, or otherwise anything like the typical "lone wolf" stereotype popularized in so many movies. It may work for popular media, but in a roleplaying environment, such a character only leads you to a bunch of soloing unless you already have a circle of friends who will pay attention to your character in spite of his antisocial qualities and perhaps see deeper inside him to the things they really like.
So the first rule of a character that works at the surface level of communication with people you haven't met before is that he or she should be gregarious in some way -- generally willing to speak with people in a manner that isn't immediately offensive. Even if you play an evil character, it probably won't do much for your reputation if you're actually hurtful to everyone you meet for the first time.
The second rule: consider your first impressions
The second rule for this layer is resides in a choice you must make: How memorable do you want your first impressions to be? In an article I wrote last year, I assumed that every roleplayer would always want their characters to rise above those normal, completely forgettable interactions with have with strangers every day, and make some sort of special impression on people. I suggested designing some sort of "quirk," or character trait which you could instantly bring out in many situations. For example, a mad scientist character could use "science" to solve literally any problem, from a broken sword to a broken heart; a bloodthirsty fighter could open a conversation with "so, how many gnomes have you killed today?"; and a shy rogue could make a memorable first impression by introducing himself with stammering and embarrassment, then stealthing for a little while and continuing the conversation from the shadows. Each of these characters would attract some people and repel others, but a person who wants to make a strong first impression has to live with the fact that not everyone is going to like his idea.
On the other hand, if you're most comfortable with common interactions like, "Good day," or "Hello there, I see you are fighting the same monsters as I am. Would you like to fight them together?" then that's fine -- perhaps you don't even see any reason why you should want random people to remember you. With some people, the best way to make a good first impression is just to be as normal as possible. It's not exactly hollywood caliber entertainment, but then these people aren't looking for you to entertain them -- they just want to have a normal human social interaction with someone who acts in ways they understand.
To quirk or not to quirk
The choice is ultimately up to you. In my case, I've chosen different roads for different characters. The "normal" ones definitely take longer to become recognized by any community, but once people got to know them more, they were usually willing to discover his or her deeper characteristics. The more eccentric characters I made definitely got a more immediate reaction from other roleplayers, in many cases very positive ones. Sometimes I could tell that the person I was talking to wasn't really used to roleplaying, but could tell I was trying to roleplay and so went along with it and seemed to enjoy him or herself.
If you want to promote roleplaying in an environment where there isn't already a lot of it, it really helps if your character is really quirky in some special way so that you can play up your quirks and get others into the spirit of having a good time. Some people may be put off by anything that isn't perfectly "normal" according to their expectations, and you may even need to try and fail a couple times before hitting on a quirky character style that really works. In the end, however, it really pays off for me to always have an accent, special attitude, or particular style which is immediately identifiable, especially if it naturally leads people into the deeper aspects of my character once they've decided they like him or her enough to go on to the next layer of connection. The accent may lead to interesting stories about my character's strange background, or observations about cultural differences; an attitude will help people think from different perspectives; and a style can give people a special feeling of immersion in the game, and make them wonder if your character is just the same on the inside as he or she is on the surface layer.
Filed under: All the World's a Stage (Roleplaying), Analysis / Opinion, WoW Social Conventions, Virtual selves, RP







Reader Comments (Page 1 of 1)
PeeWee May 31st 2009 6:48PM
"you realize you have a problem. No one seems interested in you! "
That's only a problem among attention whores.
Autrui May 31st 2009 7:01PM
I disagree completely. RP without interest--give and take--from other people isn't RP, it's just "using your imagination." RP is inherently social, and social interactions require interest from at least one, but hopefully both, parties.
Eddy May 31st 2009 9:41PM
I agree. Its really hard to break into a roleplaying environment when no one is interested in you at all. I've tried to join roleplay conversations and just been ignored as if my character didn't exist at all. Very off-putting. When people are only interested in each other they won't listen to what you have to say.
It would also be tedious to be on the receiving end every time. I think the best roleplay interactions are between two people who have mutual interest in each other's characters, and want to delve into them both equally. So there's nothing wrong with being good at getting a little screen time for yourself, sometimes.
Kylenne May 31st 2009 10:49PM
@ Eddy: It's really all in how you approach the situation. Is the conversation taking place in the town square or an empty house somewhere? Is the topic of conversation personal or everyman griping? It's great that you take the initiative and try to engage people--more RPers really need to--but at the same time, it's my experience that some people who do try to insert themselves into existing scenes and conversations don't ask themselves those questions and just try to dive into other people's business. Would you randomly go up to strangers in real life and just start talking to them in the middle of their conversation, whether you're given an opening or not? Also you might think you have the greatest concept in the world, but even if it is, it may not jive with other people's concepts for their characters. And then some people just don't like RPing with anyone outside their guild/small circle of friends. It's just how it is.
I know it can be frustrating, but keep plugging away at it. My main, the most stuck up stereotypically bitchy blood elf imaginable, met her future IC husband in a Ramps pug of all things.
Eddy Jun 1st 2009 12:49AM
It depends, as you say, a lot on the situation. I know in real life I have a habit of hearing people at events saying things that are wrong (for example, on a convention line, getting the name of one of the guest actors wrong) and correcting them. Sometimes it opens up conversations, sometimes it doesn't. Sometimes people are trolling around looking pouty and you can tell they want you to ask them what's going on, and both in real life and rp, sometimes giving them that opening can lead places. You shouldn't have to break your character to do so, ever, but you can't expect that other people will approach you ever.
Then again, I generally can't stand the tight-knit rp circles on my old Horde server and how the drama is all about who is in what guild and left what guild to get there, as well as who is being raped by whom. I'd blame it on 'elf drama' but there are certainly ways to even play bitchy blood elves and have plotlines that are a little deeper.
zappo Jun 1st 2009 11:29AM
Had to be said Peewee
/salute
The Hammer May 31st 2009 7:01PM
Lovely article, David! The Loner rule is a particularly good one. Some characters are much more interesting on paper than in practise, and even more are more interesting to RP with rather than RP as.
kozom May 31st 2009 7:04PM
Thanks for posting this. Not only does this help out the too standoffish (which i tend to be) but hopefully the too upfront also. Being with both extremes at the same time in a party does provide some entertainment though.
[kozom]: Hi there!
[loner]: Don't touch me!
[kozom]: but I didn't tou-
[loner]: *HISS*
[openbook]: Hey guys!
[kozom]: oh, hey there open-
[openbook]: DID YOU KNOW IM REALLY A SPY?
[kozom]: I do now...
Trieclipse May 31st 2009 7:12PM
The first half of this article, up to and including "the First Rule," could easily be applied to real life relationships. :-) I'm not at all a roleplayer, but this does make me realize that we roleplay our daily lives to some extent.
themightysven May 31st 2009 7:13PM
I've figured out Orcs' facination with onions.
tonedeff May 31st 2009 7:37PM
I've never roledplayed and im 110% sure i never will. It really doesn't interest me.
BUT I enjoy reading the "All the World's a Stage" articles. And just wanted to say great article and keep up the good work.
krizzlybear May 31st 2009 8:32PM
I'm not an onion, I'm an ogre! Ogres don't have layers!
Eisengel May 31st 2009 10:09PM
Ogre Mage Heads 1&2: WHaHaHahA!
PC: Wait!
Ogre Mage Head 1: ?
Ogre Mage Head 2: No smash?
PC: You're not an onion, you're an ogre! Ogres don't have layers!
Ogre Mage Head 1: What say?
Ogre Mage Head 2: We ogre...
Ogre Mage Head 1: We know we no onion!
Ogre Mage Head 2: What onion?
Ogre Mage Head 1: Little thing.
Ogre Mage Head 2: 'Ting wit' leafs?
PC: Looks slyly over his shoulder
Ogre Mage Head 1: Yeah. Grow in ground.
Ogre Mage Head 2: Oh. What dey for?
PC: starts tiptoeing backwards...
Ogre Mage Head 1: Eatin... Okay eatin, meat better.
Ogre Mage Head 2: Oh.
Ogre Mage Head 2: What layers?
Ogre Mage Head 1: *grunt* they be like parts in parts.
PC: slips behind a large rock...
Ogre Mage Head 2: Oh.
Ogre Mage Head 1: You know this?
Ogre Mage Head 2: Um.. *scratches head with club*
Ogre Mage Head 1: Here... look this rock.
PC: !
Ogre Mage Head 2: Yeh? That no onion. No leafs.
Ogre Mage Head 1: No. Not onion.
PC: scrambles away on his hands and knees...
Ogre Mage Head 1: Wach, I break rock open.
Ogre Mage blasts the rock with a bolt of lightning, annihilating half of it. The resulting shockwave catapults the PC about 10 yards, into some high thorn bushes.
PC: ... *whimper*
Ogre Mage Head 2: Yeh. Seen dat before.
Ogre Mage Head 1: Look rock, same all through.
Ogre Mage Head 2: Yeh.
PC painfully drags himself to the other side of the briars...
Ogre Mage Head 1: Well, look at tree near bushes.
PC: ... !!!!
Ogre Mage Head 2: Yeh?
PC quickly crawls out of the thorn bushes, leaving a lot of flesh and blood behind and crawls directly opposite the Ogre, hoping the tree will hide him...
The Ogre Mage trundles over and slams the tree with its club, it groans ominously.
Ogre Mage Head 2: Yeh?
Ogre Mage Head 1: Wait.
PC looks around wildly for cover... but there isn't any to be found, he risks crushing by tree if he stays put, or eating by Ogre if he runs for it...
Ogre Mage slams the tree again, taking a large chunk out of the base. Amid a shower of splinters and wood chunks the PC gets up and sprints straight forward, hoping to stay obscured from the Ogre behind the falling tree until he can get out of range... but then a large wood chunk smacks him in the head, causing him to stumble and slow down, so then the falling tree, a very large chunk of wood, catches him across the small of the back, slamming him to the ground underneath it.
Ogre Mage Head 1: Look rings.
Ogre Mage Head 2: Hrm...
Ogre Mage Head 1: See, tree grow out. Tree start little, then grow around self..gets bigger.
Ogre Mage Head 2: Hrm...
Ogre Mage Head 1: Tree grow, making layers. Rock not grow, same all through.
Ogre Mage Head 2: Hrm... what about onion?
PC: *hears chirping birds*
Ogre Mage Head 1: Well, onion grow too, it have layers.
Ogre Mage Head 2: We grow.
Ogre Mage Head 1: Yeh.
Ogre Mage Head 2: So... onion no have layer, but have layer, and we don't?
PC: *feels like birds are now jackhammering the inside of his skull, as well as most of his back*
Ogre Mage Head 1: What?
Ogre Mage Head 2: Like that human say...
Ogre Mage Head 1: Which human?
Ogre Mage scans the area...
Ogre Mage Head 1: I smell one, I no see one.
Ogre Mage Head 2: We talkin' to one... he say onion n' layer 'ting.
PC: *is able to start thinking through waves of pain, and really wishes he didn't*
Ogre Mage Head 1: I don't see it now. We eat it?
Ogre Mage Head 2: ... mebbe?
Ogre Mage Head 1: I'm still hungry.
Ogre Mage Head 2: Yeh. No onions tho.
Ogre Mage Head 1: Yeah.
The Ogre Mage wanders off, looking for something to eat, maybe with layers or without.
PC: *starts to wonder how painful fighting the Ogre would have been, in comparison to running away*
Kylenne May 31st 2009 11:02PM
Another great article. But, as someone who's been RPing in various media for almost 20 years, I'm going to say something that's going to come across as really harsh: a lot of people's RP-related angst would be resolved if they just realized that thick skin is required in this hobby, it's sort of inherently cliquish by nature, not everyone will appreciate your creative genius, and sometimes you just have to keep plugging away at it to make it work. You could have the coolest character concept in the world, one that is a virtual bowl of Alton Brown-approved Vidalia onion soup, and some people just will not RP with you. Some folks just don't like to RP outside their guild or immediate circle of friends. Your genius character concept may not jive with someone else's character concept.
And that's okay. It doesn't necessarily mean you're a bad roleplayer, or that other people are stuck up (though either one could certainly be the case). It just means that no one is obligated to RP with you. Persistence helps a lot, and eventually you'll find some good RP. On the flipside, at least on my server it seems like more people would rather be the attention whore that falls out bleeding in the street/tavern/etc. than actually try to engage the people quietly sitting on a bench in conversation. That's one way to find RP, but probably not the kind you're looking for.
Cogfizzle Jun 1st 2009 6:23AM
I've gone through many iterations of different RP characters, sometimes I've got things right and sometimes I've got things wrong.
Have a voice. In the end this is THE most important thing. A backstory is great but unless you can quickly and easily talk the way your character would talk then it's all wasted. You need to be able to ad-lib convincingly in a way that doesn't just sound like you. Taking on accents is one of the best ways of signalled to people that you're in character, it's how they will know to respond in kind. Trolls are so lucky because they're one massive Jamaican stereotype to RP, but there's room for everything here. It doesn't have to be an accent though, it can be just a figure of speech, a common error.
Examples I've done:
Chizzlewick, by Gnome Rogue: "Well now, 'e spoke with what yer may wanna call an accent. But if youse were to give him a hard time abaht it e'd cut yer from ear ter ear just fer showin 'im no respect."
Vigormortis, my Undead Warlock: "Rather unfortunately he thpoke with a lithp. Tho no matter how many timeth he would threaten to thlay hith enemieth, to thlaughter them like thwine, nobody ever theemth to take him theriouthly."
Maleo, my new Tauren Druid: "Not speak with accent, but speak simple, direct, honest. Strong and straight - no lies, no confusing. Sometimes use right word but in wrong way. Sometimes sound stupid but not, just simple statements. Nothing wasted. And also call other race as -en, like he is Tauren, so also Trollen, Orcen, Drainen, Elfen. Nice touch."
Another way of finding a voice that often works for me is to pick a character from a film or book and say "I'm like that character". That's slightly cheating but it helps to give you a framework to build on, a starting point. You're unlikely to be exactly the same as that character, and it helps you to get moving in the right direction. Perhaps you could pick a couple of characters you like and incorporate character traits from both.
Cogfizzle, my Gnome Engineer Mage, was based on Richard Attenborough's character from Jurassic Park - intelligent, posh, very british, and positively overenthusiastic about the latest venture that was certain to blow up in their faces.
Mundersson, my alcoholic Dwarf Priest, was loosely based on Billy Bob Thornton's 'Bad Santa' character. Sure, he'd heal your sorry asses but he'd make sure you knew just how lucky you were that he was there, and he'd make sure you bought him a drink later to make up for it. He was designed for dungeoning, and regularly ran Deadmines absolutely smashed (actually in-game smashed as well as RPed drunk) sending heals to the wrong people and running into walls because everything was a wobbly blur. He was fun, but was bordering on the point where other players didn't want to interact with him because he was too much of a jerk. In the end I thought I was enjoying him more than anybody else, so shelved him.
And also:
Don't overthink your character's backstory. I often found my character's real personality at some point during the game. Walking round the world in his shoes I would add layers as I go. Give your character a rough outline but with room to grow and adjust. If you have an incredibly detailed backstory you're railroading yourself. What you do now, in game and interacting with people, is more important than what your character did before they entered the game so don't make a rod for your own back by.
marla Jun 1st 2009 5:19PM
I cannot stress the last point you make ENOUGH.
Do NOT overthink your backstory or even your character for that matter! Yes, have some ideas, but let them develop and evolve with time. You get some really awesome, organically grown characters this way.
My main character is a draenei shaman. I started off with the typical "angsty runaway teen" story; justified her pursuit of the way of the shaman in that it totally flew in the face of what her father believed (in her mind). But that was about it. I let the rest of her story and traits develop as she interacted with other characters, both RP'ers and non-RP'ers, and as she progressed in the game. She has grown from the rather stereotypical beginning into an extremely well-developed, believable and likeable character. Her IC relationship was the same way - something that developed naturally, rather than forcing it into place. RP'ing this way is extremely satisfying, at least for me, because your character begins to feel much more like a REAL person who can be unpredictable and you don't always know where they are going next.
Olicon Jun 1st 2009 8:12AM
The best RPers I know usually pick up on the slightest hint I throw them about my characters. It's all about feeding your audience a bit of line. Personally, I come up with some macros/premade line so I have time to polish it a bit to include just enough detail to get someone to discover my character. If they do, cool. If not, too bad. Try again another day. It's in my macro already anyway.
yunkndatwunk Jun 1st 2009 12:32PM
"you have a problem: no one is interested in you"
No, that means that YOU have a problem: that problem is you want people to be interested in your amazing writing skills.
Why are you role playing? to build stories with other people? Or to show off your amazing writing ability? To have fun with others? Or to show off your amazing talent? To bring out the best stories in all around you? Or to show off how deep and emotional your characters are?
It sounds like your problem, and many other role players, is you are focused on the wrong things.
Roleplaying is more like Improvisation than acting or writing. You are on a stage with other players, and you all have to work together to build something. I think even before you go into any of the things you mention people should learn the rules of Improv:
1. Say "yes, and..." that means, when someone makes a choice, support that choice and build on it. Say "YES" your character is this thing you just said "AND" i'll take it a step farther.
Don't say "no" you can't be an undead troll, let them be a mary sue, let them break the lore, does it really matter? No it doesn't. What matters is everyone has fun.
2. Focus on making everyone else look good, rather than making yourself look good. This way you can build the best stories and adventures, and have the most fun. no one likes the person trying to be the center of attention. We are usually not always the protagonist, often we find ourselves supporting others, it's the same way in improvisation.
3. All you "own" is what you do and the emotion you do it with. If you have a great backstory to inform your choices that's fine. Other people don't have to know about it. I usually don't even have backstories, they come out during my interaction with others. I give my character an emotion and everything builds up from there.
4. Be a character the person wants to play with. If you are playing a jerk, don't be surprised that other players don't want to RP with you. You can't make the excuse "but it's acting it's just a charter" they can go act with other characters that don't abuse them.
Just some tips. Go read some improv books, esp by Mick Napier, or even Charna Halperin's book.
DanH Jun 1st 2009 1:21PM
This.
Although things like mary-suing and lore-breaking are a bit YMMV. On the other hand, the best response to gratuitous lore-abuse (if it bothers you) is probably to just move on. If nothing else, a lot of mary-suing breaks the other rules on this list (particularly "you are not here to make yourself look good") so folks like that may simply be unfun to RP with.
Drahliana Jun 1st 2009 12:37PM
Backstories are more often a hindrance than a help. they tend to straitjacket you when you're just trying to start out. Instead of trying to emerge fully fleshedout Aphodite out of the foam style, I recommend that new rpers start with a very basic one line concept on who the character is and let the character herelf in play reveal to you what her past or story might be. You'll be a lot more relaxed introducing yourself and that in turn will help a lot in introducing yourself to the local rp scene.
That's the exact approach I took with this Hunter, the game was very new to me at that point so I went with the basic "young elven ranger" concept and depth came though gradually during play, I payed attention to the starting quests, looked up bits on various sites but for the most part, gradual absorption of the rp milleiu and atmosphere resulted in the slow but sure growing out of my character's inner self.