Fair Play: A Guide to RP Etiquette
Jun 23, 2019 18:48:06 GMT -5
Razza, Moonstar, and 2 more like this
Post by Alex on Jun 23, 2019 18:48:06 GMT -5
Introduction
You see, we very strongly emphasize playing fair here on Northbound. The reason for it is because being fair ensures that threads go much more smoothly and that everyone is having more fun. Practice good RP etiquette and you will surely get the most out of your time here.
RP Etiquette
Godmoding
The umbrella term for several types of bad RP. All godmoding attempts to give the godmoding player an advantage in the RP, such as victory in a fight or other competition, or the ability to effortlessly overcome any obstacle or challenge in their path. The term godmoding comes from godmode, which originates from videogames, where a player can input a cheat code and gain invincibility, unlimited lives or ammunition, or any other similar power boost. In a text-based RPG, players can't use cheat codes to power up their characters, but there are other ways to achieve similar results.
In some cases, godmoders may be also be called powergamers, or munchkins, especially when paired with hypercompetitive behavior, obsessing over their character's power and stats, and sometimes even cheating.
Types of Godmoding
Mary Sues/Gary Stus
You see, we very strongly emphasize playing fair here on Northbound. The reason for it is because being fair ensures that threads go much more smoothly and that everyone is having more fun. Practice good RP etiquette and you will surely get the most out of your time here.
RP Etiquette
- The Three C's: Courtesy, Communicate, Compromise
Courtesy: Treat other players how you want to be treated. If a new player asks for help, provide it to the best of your ability. If someone comes to you with ideas for a thread, acknowledge it, even if it's just letting them know you can't do the thread right now, or are just not interested. Don't try to take over someone else's scene or thrust yourself into the center of attention. Let others know before you do something that may disrupt a thread. Be polite, be helpful, and be inclusive.
Communicate: One of the most important rules to being a good player is to communicate openly and honestly with everyone you thread with. No one is a mindreader, so if you're wanting to do something in a thread, or something came up and you won't be able to continue with a thread until further notice, say something.
Compromise: Make sure every character involved in a thread gets their fair share of spotlight, don't dodge every attack, and let your character be wrong or fail sometimes. In an RP, there is no main character, protagonist, or star and every character is equally important. Northbound is a big land, there's plenty of room for everyone.
Sometimes there is a fourth C: Consent. Respect other players and get their permission before doing anything to their characters. Attack in attempts and give the other player a chance to decide what happens to their character. Don't force plots, don't put other people's characters in traumatic situations without their agreement, etc. - Pacing - Every RPer has their own speed they're comfortable with and this can vary depending on how busy their life is, how much muse they have, or anything else. Whether you're a slow or fast poster, that's all perfectly fine! Set the pace that works for you and know it's always okay to exit threads if you're feeling overwhelmed (but be sure to let the other players know what's going on OOC). It's normal in forum RPGs to wait a few days to a week between posts and sometimes it can take even longer. But try not to keep other players waiting for too long either. If you're having issues posting (busy schedule, low muse, anything else) make sure to communicate with everyone you're currently threading with and let them know what's going on.
- Asking For Replies - If it's been more than a week or two and another player still hasn't replied in a thread, please consider first that they have real life, other threads, or other duties to attend to. If they haven't been active in general, they may just be very busy. But if it's been a while and you're seeing them around the site, there's nothing wrong with giving the other player a little nudge reminding them of the thread, but don't badger them about it. Asking for replies too often can be considered rude.
- Post Order - Keeping a strict posting order where everyone takes their turn is often a part of practicing good roleplay etiquette. In a one-on-one thread, posting should be back-and-forth. Double-posting is not allowed in the RP boards and can make things more confusing than they need to be. In larger threads, generally the posting order that is established is what is kept throughout the thread and usually it's better to just wait your turn, however there are exceptions: slow repliers may be skipped after three days. Sometimes players ask to be skipped since their characters are currently taking a backseat in the thread. Sometimes players may post out of turn. As always, communicate with everyone involved and ask permission!
- Machine Gun RP - This is when a player posts over and over without leaving much room for other players to respond. Unless given permission to do otherwise (such as a player requesting to be skipped), you should only post once per round.
- Forcing Relationships - Some players like to plan relationships. Others base it all on in-game chemistry. Either way, if a player doesn't want a relationship (whether it's romantic or platonic) or it's just not happening, don't try to force it on them. It's okay if your character feels however they do towards the other player's character, however do not demand reciprocation if they're not interested and don't assume they are or will be interested. It's okay to ask and see how they feel about it, but if your suggestion is rejected, don't take it personally. Roleplays are not real life.
Godmoding
The umbrella term for several types of bad RP. All godmoding attempts to give the godmoding player an advantage in the RP, such as victory in a fight or other competition, or the ability to effortlessly overcome any obstacle or challenge in their path. The term godmoding comes from godmode, which originates from videogames, where a player can input a cheat code and gain invincibility, unlimited lives or ammunition, or any other similar power boost. In a text-based RPG, players can't use cheat codes to power up their characters, but there are other ways to achieve similar results.
In some cases, godmoders may be also be called powergamers, or munchkins, especially when paired with hypercompetitive behavior, obsessing over their character's power and stats, and sometimes even cheating.
Types of Godmoding
Godmodding
All godmodding is godmoding, but not all godmoding is godmodding. Godmodding is a specific type of godmoding, referring to character creation, skills, and statistics. Think mod as in modifying. In PvP situations, godmodding can be very harmful and unfair to the other players involved, but unfortunately it's difficult for administration to prevent.
Most godmodding lies in a character's creation and is usually obvious. It's most common in newer roleplayers. Godmodded characters are often referred to as Mary Sues or Gary Stus (which is another topic entirely) due to their unbalanced strengths and weaknesses (all characters should have flaws and strengths; not just strengths), age or setting inappropriate skillset (such as a six month old pup being a master combatant and hunter; or a wolf from the desert being an expert fisher), or otherwise being too perfect and unrealistic.
Another form takes place when a character learns a new skill and they advance at an unrealistic pace. For example, a young pup just starts learning to hunt and becomes skilled enough to take down an elk alone within a week. Keep in mind how long it takes to learn a skill and how difficult that skill is to pick up. Let your character take their time learning a skill. Besides, you could get a few threads out of it. It's also important to consider what's plausible for your character to learn, depending on the setting and what the character is exposed to.
Lastly, there is situational godmodding. This one is harder to keep track of, as it often happens on the fly. It is when a player ignores a character's weaknesses (whether it's an inherent character flaw or simply a current injury that should be hindering the character) to shift the situation to their favor or advance the plot. Examples include a denser oblivious character suddenly and conveniently becoming a hyperaware genius, or a character dodging another character's every attack and avoiding all damage (godmodding super speed and unrealistic dodging ability), or a character breaking a leg and making no reference to the injury in threads that take place a week later, possibly even entering a fight (godmodding super-healing ability).
To avoid accidental situational godmodding, always keep track of your threads and timelines and keep mental note of everything that has happened recently and would be affecting the thread. While we operate on liquid time, it's pretty good to keep a cohesive story going and can make things more interesting.
Powerplaying
Powerplaying is godmoding by controlling a character that doesn't belong to you without the other player's permission. As Northbound is a Limited Consent game, players ultimately have the final say regarding their character's fate. Powerplay is the most common and often the most serious form of godmoding, especially in fights.
Combat powerplay, the most prevalent form of powerplay, is also known as "auto-hitting", when a character attacks another without giving the other a chance to react to it. Autohitting is okay only when a player is given OOC permission to do so (in which case there should be a mention of such in the post's notes). Otherwise all attacks must be framed as attempts.
Example:Wrong Way - Eridan charged towards Cygnus, snapping his jaws and grabbing hold of the other wolf's throat.
Right Way - Eridan charged towards Cygnus, snapping his jaws for the other wolf's throat.
Avoiding combat powerplay is extremely simple. The main thing to keep in mind is that your attack and damage cannot be in the same post. The other player determines whether or not the attack connects. It's alright to describe potential damage or what the character's intent is, but you must be careful and write it tentatively. Use words like aims, attempts, tries, or anything similar to that. Words like hits, slams, strikes, etc are best avoided unless paired with tentative phrasing. So "Eridan aimed a bite for Cygnus's leg" is okay, or even "Eridan aimed a bite for Cygnus's leg, hoping to grab him and throw him off balance if he succeeded", while "Eridan bit Cygnus's leg" is not.
Another form of powerplay is action powerplay. This is outright taking control of another character, making assumptions of what the character will do or how they will react. It can be as blatant as, "Eridan brought Cygnus a mouse, but when the other wolf growled at him, he skulked away" (in this case, Cygnus's player never stated Cygnus growled, or even really had a chance to react to Eridan bringing him a mouse), or more subtle like, "Cygnus walked deeper into the forest, beckoning Eridan to follow with a flick of his tail. With Eridan trailing just behind him, he led him to a lake." In this case, Cygnus is assuming Eridan followed him, but Eridan's player might have intended for Eridan to exit or resist.
Some players may be okay with minor instances of action powerplay. For example, if you are threading with another player, they may be fine with you assuming their character agrees to your character's plan and moves along to a new location with them. As long as you're maintaining strong communication with them and receiving consent, this is perfectly fine.
If you do need to clarify something or see if another player is okay with you assuming their character took a certain action to help your post flow better and move things along, always ask first.
On that same note, I must bring up assumption powerplay. Most assumption powerplay takes the form of stated off-screen interactions that never occurred IC. Some things are perfectly fine to assume happened off-screen (wolves performing rank duties, pack hunts, etc) however if it gets more specific than that and can possibly be significant (more than just a small tidbit of information) and it involves another player's character, you should always bring it up with the other player OOC first.
For example, while Cygnus and Eridan are at the lake, Eridan might mention how Scorpius showed him the best fishing spot the other day. This interaction never occurred IC and Eridan's player never said anything to Scorpius's player. For all Eridan's player knows, Scorpius doesn't know anything about fishing and may even dislike the water. As Scorpius's player never agreed to this off-screen interaction, it's powerplay. It's especially powerplay if one of Scorpius's posts contradict this.
A minor and usually harmless form of powerplay is profile powerplay. Usually it's not a problem but can escalate into one if a player pairs it along with other more serious forms of powerplay (such as action or assumption powerplay). Profile powerplay is when a character's profile describes the way other characters will react to them.
For example, a dashing rogue's bio may describe how every female that crosses his path swoons for his suave ways or a vagrant's profile may describe how no one can ever see through his lies. Avoid this. Describe your character, not the way others will react to them. Noting past interactions is fine to add a little flavor, but it's generally best to allow other characters in-game to form their own opinions without making any presumptions.
In general, avoid assuming anything about other character's actions or how they will react to certain things. Let other players play their own characters and you may find yourself pleasantly surprised by where your threads will lead you.
Metagaming
Metagaming is using OOC knowledge to influence a character's actions and thoughts. It's more common in new players that do not know to keep OOC knowledge separate from IC interactions, but sometimes seasoned players will metagame intentionally to gain an advantage in an RP, advance the plot, or otherwise tilt the situation towards a more favorable outcome. Either way, metagaming is definitely bad roleplay and should be avoided.
Metagaming can include information from any source, such as information about the RP's setting and world the character shouldn't know (for example, a Northbounder who is familiar with the Syndrana traditions), real world knowledge the character has no means of having (a wolf understanding microbiology and talking about bacteria and cells), or even knowledge about characters they have just met.
Sometimes metagaming is passively written into an RP, only really affecting less relevant knowledge and the character's thoughts. For example, Cygnus might think about how Eridan is an unhelpful moron but has chosen not to express it aloud. Eridan's player may attempt to defend Eridan in his next post, responding directly to Cygnus's thoughts, but it ultimately doesn't affect the character interaction. This is not appropriate RP behavior and is considered metagaming, even godmodding mindreading powers.
It becomes a much more serious issue when it begins to affect a character's actions and the decisions they make. This can either be a player altering their character's behavior based on something they read in the character's profile (such as suddenly knowing another character's weak point and exploiting it), or most blatantly, altering their character's behavior based on something they read in another's post.
Post metagaming takes a form that is very similar to mindreading and is when a character reacts to, either verbally, physically, or in their thoughts, to what another is thinking. Some characters are naturally very intuitive and insightful, but no one is psychic and should not be played as such. Be mindful of instances where a character's external appearance differs from their true feelings.
Example:Eridan casually observed the starving loner with a slow wag of his tail and a gentle smile. A weak loner like this would be a fun plaything for him and his band of rogues. All he needed to do was lure him in. "Why don't you come with me? My pack has plenty of food and a good territory."
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Cygnus narrowed his eyes at the male's offer. He could tell Eridan was trying to lead him into a trap. Taking a step back and shooting Eridan a sharp glare, he said, "Thanks, but no thanks. I'd rather find my own prey."
In this instance, Cygnus has no clear in-character reason to believe Eridan has any ill intent, but the roleplayer is using the information given in Eridan's post to influence Cygnus's actions.
Avoiding this kind of metagaming is a fairly simple matter: separate a character's internal thoughts from their external behavior and react only to what your character would actually see and hear and have them react to it according to their personality.
Retconning
Retconning is the act of erasing or altering past plots, or otherwise acting as if an event never happened. The term "retcon" comes from Retroactive Continuity. The problem with retconning is that even a small interaction between two characters can have far-reaching consequences. Changing or removing the plot entirely can leave gaping holes in later threads and plotlines that may render them completely nonsensical. What happens in character has happened and should stay that way, to make things easier on everyone when keeping track of timelines and their character's history.
Example:Cygnus is the alpha of the pack. Eridan fights him for his rank, loses, and faces punishment as a result. Eridan and Cygnus discuss what had happened in threads with other characters.
A week later, Eridan and Cygnus drop this plot entirely. Cygnus no longer has his injuries from the fight, Eridan is back in good standing in the pack, and the two are friends again. No mention of the fight or how Eridan challenged Cygnus is made.
When asked about it, the roleplayers of Eridan and Cygnus state they didn't like where the plot was going and decided it had never happened.
You can see the problems with a situation like this. It has already affected several other characters beyond Eridan and Cygnus. These other characters may have had other threads where they discussed what was happening and wondered if Eridan will be banished for what he had done. Even if a plot like this doesn't seem so large-scale, primarily focused on two characters, it can easily play a role in other character's storyline.
Think of the butterfly effect: a single occurrence can change the course of the universe and reach further than you could have never predicted.
Retconning can be done safely, when the scope of the interaction has stayed limited. For example, the event is only relevant to the thread it occurred in and was never mentioned in any other canon threads.
Mary Sues/Gary Stus
A Mary Sue is an idealized and seemingly perfect character. The ultimate drive behind most Sues is wish fulfillment, and they may even be player inserts. Male versions are most often called Gary Stu, but are sometimes also called Marty Stu or Larry Stu. The typical Sue is portrayed as being the smartest, strongest, most capable, and most attractive character around, able to upstage all those around them. They achieve all their goals with minimal effort, their storylines placing no truly meaningful obstacles in their path.
As a result, Sues are often very heavily godmodded, possessing a vast skillset favoring outstanding attributes above truly detrimental flaws. Not only that but they tend to master everything on first try. However, contrary to popular belief, it is in fact very common to see Sues that are described as having some flaws in order to make their Sue status less obvious. What makes the difference is that these flaws don't actually harm the character or work against them in anyway. Sometimes these flaws just aren't relevant (a wolf that can't climb trees — wolves in general cannot climb trees), they bring no consequences (a wolf that is clumsy but this clumsiness never actually costs them a hunt or anything, it's just portrayed as endearing), or they are directly contradictory to the character's in-game behavior (a wolf stated to be socially dense but in-game is intuitive to the point of seeming psychic).
Godmodding, however, is more of a symptom than the root of what a Mary Sue really is. After all, there is such thing as the Anti Sue, a Sue who is extremely flawed and imperfect yet the core of what makes a Sue still remains.
What truly makes a Mary Sue is the player's attitude about their character. The player always sees their Mary Sue as the main character of the RP and become upset when their character is taken out of the spotlight.
They want their character to be worshipped and loved by all, and take it personally when other players or characters don't love Mary Sue. Mary Sue must be central to all plots, must solve everyone's problems, and must always be the best.
In Original and Fan Fiction, a key defining feature of the Mary Sue is that all the characters around them adore them, and if they don't, they are either evil characters who will die or the Sue will change their mind later. Canon characters' personalities will be warped in Mary Sue's favor. Mary Sue is always exceptional and will receive special treatment, regardless of whether it is realistic for other characters to give Sue what they want.
In RPGs, the player doesn't have direct control of everyone else's characters, so this aspect of the Mary Sue is more difficult to play out but it's undeniably still present. Mary Sue may alter their own personality to get along better with other characters, or the player may make assumptions about how other characters will react to Sue and attempt to railroad other players into acting the way they want. The player will expect their character to be the main event and for other characters to behave OOC and bend to Mary Sue's will, because Mary Sue is just that special.
Roleplaying is a collaborative, social activity where every character is equally important. It's no fun to play with someone who always has to be the star of the show, who always has to be right, and who always has to be better than everyone else.