ROLE-PLAYING
(IC AND OOC)
-
or - What, are you a lunatic?!
Probably
the most common complaint that the "old-timers" of TEC have against newbies
is their lack of role-playing. While this is certainly not true of every
newbie (or even most, for that matter) it is understandable that not all
newcomers to TEC would have the grasp of role-playing that veteran players
tend to expect. So, for those of you who are interested, let's talk about
role-playing a bit. Role-playing in TEC to be specific.
First,
bear in mind that TEC is not necessarily a hack and slash kind of game.
It is built and designed for mature players who really want to sink their
teeth into their characters and play them to the hilt. There are players
who would risk (and have risked) the lives of characters they have spent
months developing just to remain IC (in-character). It is serious business
for most of them.
But,
forget all that. Who cares? You're here to have fun, right? So let's not
look at role-playing as something we have to do to fit in. Because role-play,
you will find, is what makes TEC the best game of it's kind on the net.
I mean, there's a reason why role-play is so important to all those "old-timers".
Do they know something you don't? Well, frankly, yes. They know how to
have a hell of a lot more fun than the thud-and-blunder players by role-playing
and they don't want them screwing it up. Most of 'em would love for you
to experience it, too, and thus enrich their game as well.
So, what
is role-playing, exactly? Well, it's like having a part in a play. Only
without a script. Your part is completely ad-lib, you react to situations
in the manner you would expect that your character would. And to do that
you have to know who your character is. In TEC you play a "head count".
That is, the lowest member of society that retains citizenship. Just an
average Joe, really, (at least at first) kind of a step above a slave or
indentured servant. You have rights as a citizen of Iridine and you pay
taxes (at least, in theory). Maybe you're a warrior or locksmith, thief
or healer.
When
you create your character you will be asked certain questions which will
help to flesh out your character a bit for you: Were you born in Iridine
or elsewhere? How was your childhood? Where have you lived until now?
While all this is good and fine, it doesn't really help to
bring your character into sharp focus. I suggest taking a little time to
work up a kind of dossier. A blueprint, if you will, of who your character
is. With this in mind while playing, you will quickly find that your character
takes on a life of it's own. And watching that character develop, interact
and progress can very rewarding. A well developed character is something
to be proud of, after all. Other players will note how unique your character
is and, you will soon discover, are much more inclined to be accepting,
tolerant and down right cordial to such a true character.
And a
well defined character can make you famous. You ever notice how some characters
come online, greet everyone on think-net and instantly receive a barrage
of return greetings? These are real characters. Characters that other players
respect and admire for their role-play. Characters that have become an
integral part of the TEC environment. If that's the kind of niche you want
to carve into TEC then you're in the right place. 'Cause I'm gonna show
you how.
First,
let's take a look at your character. Who is he/she? Let's develop a simple
outline to discover who your character really is. The three simplest and
most visible characteristics of your character are the ones that will define
your character in other player's eyes. Your name, your mannerisms and your
vernacular.
Name -
Believe it or not, this is probably the most important aspect of your
character. And that simply because it is the first, and often only, thing
that other players see when they meet you. Your face, hair, height, sex,
nationality - none of these are readily visible to anyone unless they take
the time to look at you or talk to you, and most won't,
at least not at first.
You may
want to leave this decision to last, after you have a better idea of what
kind of person your character is, or you may already know what name would
fit the kind of role you want to play. But bear in mind that, just as physical
appearance has such a strong influence on the prejudices of others in the
real world, so your name will tend to define how others perceive your character
in TEC. It is, after all, the first thing they see when they meet you.
Consider,
among other things, the way your character's name sounds. For example,
a name like Cratticus would probably better fit a warrior than a healer,
while the reverse would likely hold true for the name Nueres. Names with
a sinister edge to them, like Skelos, would fit well with a thief character
(unless your thief is one that projects an air of kindness and congeniality
when not ripping people off). Maybe your character is a strong leader named
Leonida, or a humble locksmith named Barnibus.
Nationality,
too, should be a factor. Some of the less civilized or advanced nations,
such as the Parcines, would not likely have such fancy Latin or Greek sounding
names. Maybe your Parcinian is named Thull or even, simply, Lug. (Then
again, maybe not). Cinerans are as advanced a civilization as any of the
other major nations but, as they tend to be rather haughty, proud and warlike,
a good Cineran name would likely be one that projects both strength and
authority such as Loketides or Laerimes. (Anything that might sound good
with the title "general" before it.)
A major
consideration in choosing your character's name is a rather easy one to
overlook. Your character's sex. Most people are so used to people simply
knowing what sex they are just by the most casual glance that it never
occurs to them, until it is too late, that fellow players might not know
when they meet their character. I can't tell you how many times I have
referred to one character or another on think-net as "he" or "she" only
to be quickly corrected and have to backpedal with a quick apology. Names
do tend to have either a feminine or masculine ring to them. Keep this
in mind when you name your character or you may well spend the rest of
your days in the game correcting the assumptions of others.
A simple
way around this issue, and a rather popular one, is the use of the suffixes
-a and -us. The -a suffix typically denotes a feminine quality, while -us
is normally a very masculine one. Other such common suffixes such as -um,
-es and os can really go either way, so you may have to just rely on how
the name sounds. For those of you who are real bears for this kind of thing,
even the most cursory research in Latin and/or Greek can help you find
just the right name.
Mannerisms
- For an idea of what I mean by "mannerisms", check "the social skills"
list under the "town and country" section of this site's index page. Consider
also what a versatile tool the emote (or : ) command can
be. Make a list of such social commands that appeal to you and best fit
your character. Of you could simply let these things develop naturally.
If you are playing true to your character you will find that you naturally
use some commands and command strings more often than others. For example,
Vino can often be seen blush-ing (he blushes easily) or drink-ing
wine. And he often :snores softly (just before he logs out in front
of other characters) and backslap-s people he likes quite frequently
(even though it can be quite irritating)..
Perhaps
your character has a habit of mumble-ing to him/herself. Or curse-ing,
grunt-ing or even roar-ing. Maybe your character sneer-s,
stare-s or glare-s often. Is he/she more likely to bow,
wave or just smile? To consider or ponder?
To shudder or tremble? Simple questions, it may seem. But
these are the things that make an impression on people. These are the things
that make a character, well, real.
Vernacular
- Vernacular refers to figures of speech, slang and general modes of
speech that are often unique to individuals or groups (such as nations
or races). Vino usually speaks rather clearly and intelligently ("Ave,
citizens! What glorious adventure awaits us today in Iridine?"), but when
drunk or excited he tends to slip into the gutter-speak and street slang
of his younger days ("Wha' ye lookin' at?, Ye got a bug up yer bung 'bout
somethin'?!") Maybe your character is not as intelligent as others, or
maybe more so. Your speech should reflect these things.
Know
the intricacies of the nation that your character hails from, too. Altenes
will often use some of the more commonly known Altene words in their speech,
such as "sifaro". Parcines would referred to burying a dead person, while
Iridinians would refer to cremating them. Iridine citizens would have at
least a passing familiarity with the laws and society of the city, while
Aestivans might not. Your character's profession matters, too. Outdoorsmen
might think a fancy inn room a bit silly, while a locksmith would probably
find it quite an enjoyable experience, when he could afford it.
Consider
also drafting a rough outline of your character's personality. Filling
in the blanks in a few areas could help to solidify your character in a
real way.
Background - A note
about where your character comes from, family and the level of comfort
(wealth) he enjoyed in his/her youth says a lot.
History - What has
your character done before he arrived in Iridine? Anything of interest
or did was he/she live a sheltered life until now?
Description - Eye
and hair color, height, weight, physical characteristics.
Loves - What are
the things and people that your character enjoys? Does he/she have a real
passion for someone or something?
Hates - Things that
boil your character's blood. Does your character despise injustice? Is
he/she have a hatred for the people of a particular nation or profession?
Does he/she have a phobia about snakes (a real problem in some hunting
areas)?
Quirks - Is your
character a drunkard? Is there something in your character's personality
that might cause them trouble in dealing with others (pride, paranoia,
insecurity)?
Short term goals - Goals
that you can reasonably expect your character to achieve within the next
few weeks or months (real time). Do you want to become a constable? Legionairre?
Become grandmaster in your weapon skill? Buy an iron gladius? Form your
own guild or take over leadership of one? Perhaps you are a Parcine come
to Iridine to learn Armed Combat Maneuvers to teach your clan? To open
an inn or tavern of your own?
Long term goals - Goals
that may take your character's lifetime to achieve (and may never be achieved).
Perhaps you wish to become a patrician or senator? To retire wealthy and
raise a family? To form your own Altene mercenary company? To build a merchant
empire?
Violence - How your
character feels about and reacts towards violence. How prone to violence
is your character? Is he/she a pacifist or tavern brawler? Is violence
merely a professional necessity or is it a social evil that must be eradicated?
Emotion - Your character's
emotional state. Is your character a cold fish, selfish and unconcerned
with the feelings of others? Or a real bleeding heart? Is he/she in love?
Is he/she a patriot of their homeland, willing to fight for it's honor
against any opponent who dares to criticize it? Is he/she lonely and meek
or the life of the party with dozens of friends?
Wealth - Your character's
materialism. Is your character's family more or less wealthy than most?
Is he/she greedy? Generous? Stingy? Does he/she have a good head for business
and trade? Or a dreadful lack of concern for monetary value? Does he/she
collect valuable items as a hobby? Do they love jewelry and fancy clothing?
Ambition - Does your
character aspire to a position of power? Or is he/she content to hunt and
sleep in the streets?
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