|
Hints
Some of you may be veteran MUSHers, while others are just starting your journey through virtual worlds. The following files will hopefully give you some hints not only about this particular virtual setting, but about role- playing in general. Of course, the best way to learn anything is through experience, but maybe we can at least provide you with a push in the right direction.
First of all, we're attempting to create a world that will give players as many options as possible. Not only do you get to choose a certain race and magical ability, but there is also a vast array of factions, tribes, clans, noble families, even political parties, to which you may become affiliated. While the characters in the current game might not be actively involved with said factions, it can affect one's history and behavior. We're emphasizing conflict and tension, but on a subtler scale.
While battles may break out between these groups--perhaps even wars-- combat is not the focal point. Nor are points, stats, and powerful magical abilities. This isn't a game where your success is measured by the number of points you've amassed or how many characters you've defeated, but instead by your quality as a roleplayer. And hopefully you'll find some reward in helping to create an ongoing story in which your character is an important piece of a larger whole.
When you get right down to it, that's what role-playing is. Telling a story. Many of us are drawn to it for that reason--we like to read or write, and this is a way of doing both. But here, you're a *part* of the story, not just a spectator.
Every player is playing the protagonist in their own "novel," and the best novels are the ones where the characters are people we can relate to. They're not perfect. They have weaknesses as well as strengths; vulnerabilities and faults to counter their positive attributes. Your character doesn't always have to "win." Sometimes failure can lead to more fulfilling roleplay after all.
While the races in this game are presented as our "lost gods and goddesses," that's where the irony lies. That image is distorted; the myths we'd taken for granted are only a part of the truth. Appearances can be deceiving, and an "angel" is just as capable of cruelty and corruption as a "demon" is of generosity or kindness. In the end, whether a character has wings or fins, magical powers or a noble heritage; they're as "human" as the players behind that guise.
And because there is a player behind that character, we ask that you remember and respect that. The news files on consent provide more detail, but it's important enough to warrant mention in "hints" as well. Good roleplay stems from mutual respect and cooperation, so try to work with the other players rather than against them. Just because your characters are enemies doesn't mean that animosity has to extend "out of character." Try to remain flexible and open to new ideas or suggestions, and you may find that the resulting roleplay is far more enjoyable and rewarding.
As for the roleplay itself, everyone has their own style. If you are new to MUSHing, there are detailed files on posing, communicating, paging, and beginning code in the Birthplace, a room off the main OOC area and starting room for all characters. Try using the command 'contents' there if you visit it. You may also page a member of the staff (+staff) for help.
Veteran MUSHers know the basics by now, and telling someone *how* to roleplay, beyond the technical aspect of it, is futile. There's really no "right" way to do it, since everyone's going to approach it a little differently--much as they would with writing. However, there are some guidelines that have more to do with etiquette than anything else. The following are a few of them:
SETTING THE STAGE: Since we're interacting in a text-based environment, you literally have to tell people what's going on. If a newcomer enters a scene where several characters are engaged in combat, they'll have no way of knowing this unless someone either takes the time to page them, or else poses the gist of the scene. Yes, it takes a minute, and you may be harried with keeping up with those already involved, but it allows the newcomer to react accordingly and even join in.
INCORPORATING SETTING: Rooms have descriptions for a reason--to promote the sense of actually *being* in a particular place. Another way of conveying that illusion is to incorporate aspects of the setting into your roleplay. If you're walking through a forest, you might pose stumbling over roots or ducking to avoid branches. If you get into a tavern brawl, you could use a stool to try and trip your opponent. Even a simple pose of your character enjoying a sunset helps bring a certain mood or feel to the scene.
WEATHER AND TIME: Our coders worked diligently to provide a means of determining weather and time. Checking +time is a handy way of setting the scene, and it can help for a more consistent "feel" (you don't want to pose that the sun's shining when everyone who checked +time knows it's midnight).
LIMITING OOC COMMENTS: Some games are less concerned about players lapsing into OOC comments during roleplay, but here it can be distracting and even irritating when other players are trying to maintain the feel of the scene. Generally it's best to confine your OOC comments to paging (multi-paging if they're directed to more than one person), rather than interrupt others' roleplay. You can even use channels if that's preferable--the public channel is open to everyone, though keep in mind that it includes players who aren't involved in that particular scene.
SUFFICIENT WARNING: This ties into consent, but it's also just common courtesy. If your character has magical powers, for example, and you plan to use them against someone, it's best to page that person beforehand and let them know what you wish to do. This opens the avenue for negotiation and helps resolve a situation through cooperation, rather than risk getting into a lengthy debate later on. Please read "news consent" as well.
[News | Players | NPCs | Staff | Library | Links | Updates | Home ]
|