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GOOD ROLE-PLAYING TECHNIQUES

KotMF History

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Link to Application is below... 

Queen PuurHart Grimwarden

ONLINE ROLE PLAYING

A Roll Playing Game (RPG) is a game totally based on creativity.  If you are one who is creative, then RPG's are for you. 

 

Our Kingdom is a special kind of RPG though. Every character is a real person hidden behind a computer screen. When you Role Play (RP), then you are creating a character and playing like that character would. That is where you have to be creative. You make up what your character is like and act like they would. To play though, you need to know a few things.  You need to know how to communicate what you are saying or doing, both as your character and as the real person you are. 

Remember our Kingdom is in the Medieval Period of History, and role play accordingly.

CHARACTERISTICS OF A GOOD ROLE PLAYER

Role playing is for fun only; try not to take character actions personally, if you feel offended, send an Instant Message to the offending person and ask if they meant to offend your mun.

 

State what character is doing or saying clearly.

 

Only direct your OWN character to say or do something, never state what another character is doing or saying - you have no control over that.. it is up to the other character to react to your actions.

 

When entering a room, describe the physical/mental/emotional state of your character to give others a feel for what the character is communicating/doing/feeling.

 

Interact with others, even if your character is a quiet moody one... thoughts can be stated or actions, or even facial expressions reacting to others actions/words.

 

Using Godlike mighty powers or sudden instant healing powers makes the story over too quickly.  ALWAYS check with another character's mun in an Instant Message to see if they agree to the instant healing or instant defeat with your godlike abilities... remember they might be conveying a story line and want to carry it forth to a conclusion you know nothing about.

 

Never use violence against another character without mun permission.

 

Allow character to be vulnerable but not always tragic or wounded, vary the character's mood sometimes.

 

Remember a true warrior is not always fighting, he/she is also respectful of others and can use communication to settle things too.  Learn teamwork and form comradeships.

 

Keep mun comments to a bare minimum and use Instant Messages to communicate ... Mun comments disrupt the fun for others, be respectful.

STORY BOARD

Our Story Board is reserved for STORIES.

Any messages for muns can be done by email using our mail strings.

Absolutely NO mun comments in a story; use IMs or Emails to communicate amongst muns.

Any objectionable AOL TOSSable posts will be deleted from our story board and reported to AOL.

DEFINITIONS AND DIRECTIONS

(( )) ~ Mun Bubbles - used when the person typing on the keyboard is speaking, as opposed to the character in the role play.

 

:: :: ~ Character Action Brackets - Your character is performing an action, as opposed to speaking.  When you do actions then you show that by pressing "::" at the beginning and end of the action. This is an example: ::gives Jenny a nice hug:: You can do any action you wish to do, as long as it is possible for your character to accomplish it.

 

AA ~ Assassination Attempt

 

AFK ~ Away From Keyboard

 

Alignments and Guilds ~ Some people might consider our Kingdom a Guild.  Although there are similarities, there are differences too.  You join Guilds and you participate in them. There are many different kinds of guilds you can be in to fit your character. There are evil or dark guilds,  Good or Light guilds, and Neutral guilds. Those are Alignments. Alignments are what something is like.  If your Character is good then it wants good and doesn't go off on a killing spree and kill little children. When you join a guild you are agreeing with their ways and do tasks asked by the Guild and the Commanding Officers. There are always many guilds to join, but you have to be recruited.  Many guilds require people in the guild to recruit 1 member a week or participate in sparring activities. 

 

App- Application usually for a guild

 

BA ~ Break Attempt

 

BBL ~ Be Back Later

 

BRB ~ Be Right Back

 

BRT ~ Be Right There

 

BTW ~ By The Way

 

DM ~ Death Match

 

Exp. ~ Experience

 

FC ~ Force Collar - As in, forcing your character to become a slave, forbidden in our Kingdom.

 

FIC ~ Fourth-in-Command (in some guilds this is what they use for first-in-command), Admiral Izibeau in our Kingdom

 

Forums/Leagues ~ A league or a forum is the group that a Guild is a part of. The guild as a whole, and in that forum there is usually rules that have to be followed by the guild and many more requirements and other things. In each forum there is a scale of how much a roll is worth and many more things.   Presently, our Kingdom is not a part of any forums.

 

GC ~ Guild Commander, Queen PuurHart Grimwarden in our Kingdom.

 

GG ~ Gotta Go

 

GTG ~ Got To Go

 

HM ~ Honor Match

 

IC ~ In Character

 

Init ~ Initiative (1d6 for a spar; 1d100 for a MS)

 

IRL ~ In Real Life

 

KA ~ Kidnapping Attempt

 

KO ~ Knock Out

 

MAA ~ Mass Assassination, forbidden in our Kingdom

 

MDM ~ Mass Death Match, forbidden in our Kingdom

 

MS ~ Mass Spar

 

Mun ~ (Acronym for Man Under Name) Short for Mundane, which is the person behind the computer screen. The real person.

 

OOC ~ Out Of Character

 

PA ~ Paralyze Attempt

 

PoW ~ Prisoner Of War

 

Proctor ~ in loose terms the referee in a spar

 

Recruiting ~  In our Kingdom, anyone may recruit a character that they meet and determine that the person would make a good role player or storyteller in our kingdom.  Our officers are required to open a room once a week for one hour to socialize but also to look for good recruits for our kingdom.  We do NOT recruit futuristic or characters that would not fit in with our Medieval and/or Tolkien stories.

 

Rezz ~ Resurrection

 

RPG ~ Role-Playing-Game

 

SIC ~ Second In Command, King Graveth Grimwarden in our Kingdom

 

SM ~ Slave Match, forbidden in our Kingdom

 

SN ~ Screen Name

 

Spar ~ Friendly Fighting for Experience or practice/training "Practice Match"

 

TA ~ Thieving Attempt

 

TIC ~ Third In Command, Miles the Raj in our Kingdom

 

XP- Experience Points

((See a few more definitions in the "Guide to Rhy'Din", however, keep in mind that some may vary from our Kingdom guidelines. ))

DICE ROLLING FOR SPARS AND SOME STORY LINES

Special Terms ~ There are many terms used in sparring, and many get confused by them. There are many kinds of matches:
  • AA- Assassination Attempt
  • DM- Death Match
  • FC- Force Collar
  • FM- Flirt Match
  • HM- Honor Match
  • MAA- Mass Assassination Attempt
  • MDM- Mass Death Match
  • MS- Mass Spar
  • RM- Release Match
  • SM- Slave Match
  • Spar- friendly fight where No special thing happens afterwards
  • WM- Wish Match
  • Rolling dice - only performed in chat rooms ~ Rolling dice is what you do to see how well you accomplished those actions. Well, for some actions no dice are needed. For example giving someone a hug you don't need a roll for that. But when you are fighting someone or attacking someone, you need to roll dice. For example: ::Unsheathes blade and harshly slices at Wolf's throat:: You would then roll dice to see if you hit Wolf.
  • Dice Roller ~ Go to keyword, Dice, and a box will pop up that you can use to choose the number of dice and the dice sides with, when you press the button, the dice are automatically rolled in your chat room.
  • Rolling dice using command keys ~ The command keys to roll is "//roll". You type that for any roll at all. Then after you type roll, you say how many dice using a dash, and how many sides to those dice using a dash. For example: //roll-dice2-sides50. You can roll any dice you want from 1d1 to 15d999.
  • Now the secrets to rolling. When you roll, the base is 2d6. So if you just typed //roll then it would roll 2d6 automatically. We could use that to our advantage. Knowing that if you don't state how many sides then it would roll 6 sides. If you just said how many dice, then it would roll that many dice, with 6 sides. For example: //roll-dice1. Rolling 1d6 is a very common roll. That is a roll for the initiation of a spar or most matches. The same goes for rolling different sides. If you just state how many sides then it would roll 2 dice of that many sides. For example: //roll-sides30. It would roll 2d30. Rolling 2d something is very common so use this knowledge and only press how many sides when you roll 2d anything.
  • Fighting ~ When you fight in any match it is a combination of actions and rolling. You state what you do and then roll for it.
  • Actions - For example: ::grabs a chair and smashes it over Wolf's head::
  • Rolling - Then you press enter and roll: //roll-sides40 (or use the dice roller). That would tell you what your roll is. The higher the roll the better. There are different scales of how much each roll is.  You and the person you are having the match with switch turns and keep attacking another until someone wins. You win by reaching a certain number that is chosen before the match. You can also win through rounds, If you choose to play matches through rounds. If you are playing that kind of match then you would choose the number you play to at the beginning and play to that and see who won the most rounds. That is the winner.

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Updated:  04/27/01 09:20 PM