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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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