These are the common rules of role-play, and are the essential rules when role-playing with me. These rules will include things like godmodding, metagaming, and autohitting. One of the fundamental skills that every good role-player has is the aptitude to follow and abide by these rules. So, no excuses. Even though everybody has the occasional slip-up, that's fine. However, any kind of disregarding of these common rules will be frowned upon and result in immediate action from me. Got it? Good.
DO NOT GOD-MODE!- Let's break it down. What is Godmodding? Well it is when a character features god-like abilities, such as invincibility or mind control, or other unrealistic powers that don't fit with the lore. It's also considered godmodding to refuse death in fights or ignore role-players in scenarios in which said role-players are attempting to attack you. For example, "I can kill you with a single touch." *She reaches to touch his skin, and if she succeeds, his flesh will fall off of his bones.* Nobody's good at everything; try and keep yourself in check.
DO NOT OVERPOWER YOURSELF OR OTHERS- Related to NO. 1, being "overpowered" is more or less what it sounds like, giving something or someone an unreasonable, unfair, unrealistic, or unbalanced amount of power, especially when it interferes with the ability of players around you to have fun. This can apply in the obvious ways, like having a character who is invincible or can summon the wrath of a zombie army with a flick of his fingers, but it can also be more subtle. For example, a character who is physically average but has skill mastery of over 70% of all main skills with ease can also be overpowered and put a damper on the ability of those around him to create engaging and challenging roleplay scenarios.
DO NOT METAGAME- Metagaming is when a player applies OOC-retrieved information to their IC character, such as participating in a war that you happened to see or hear about happening on someone else thread, and knowing about a character just because you saw their information. This is the most commonly broken rule of role-play and most infuriating. Only certain individuals, the ones listed on a person's information, or canons know the character personally. An example being, after being sent a PM greeting from someone named Chad *Jeremy the necromancer teleport into the scene immediately and rushes to the corpse of his buddy Chad, just moments after the arrow pierced his heart.*
DO NOT MIX IC AND OOC- Related to metagaming, it is considered taboo to "mix ic and ooc." For me I typically encourage not to associate information, or events that occur outside of role-playing unless we've known each other a while. Most often, when players associate OOC information with their IC behavior, whether it be how they perceive another character or actually acting on information they wouldn't otherwise have, it's called metagaming. However, it's also considered poor form to take IC information and apply it OOC. That is, if character A insults character B, and player B takes character A's insult as a personal attack from player A rather than exclusively an IC attack on character B, which is what mixing IC and OOC means. Confused? Player B is holding a grudge against Player A for what his/her character said or did in character. This violates this rule.
DO NOT AUTO (AUTO-HIT, AUTO-WALK, ETC)- Auto hitting is when a player performs an action without giving the affected players a chance to respond. For example, running up to somebody and saying *Stabs in the heart* then running off would be a form of auto hitting. Auto also applies to non-combative actions to which another player might have a reaction. This includes auto walking, auto speaking, ect. Need an example? Like saying, *the black knight slips past the guards and into the castle,* so while the white knights are minding their own business guarding the entrance to the knight's castle a player slips by? This would be auto walking on the premise that, in all likelihood, those knights would stop them before the player could get past them. This can easily be fixed with a simple rewording. Add "tries to" or "attempts to" to clarify that your character intends to perform said action, but his success depends on the responses of those around him. More advanced role-players will go into detail with their actions and emphasize their attempts. This is a frequently broken rule by newer role-players. However, I've been known to overlook this rule if pre-planned. Discussing pre-planned events annuls this rule, just don't add onto more than was discussed because then we might have a problem.
WARN BEFORE YOU KILL- It is considered polite to obtain permission from a player before attempting to kill his/hers character. This courtesy is a respect for the sentimental connection that can form between a player and his/hers character. Some individual's feel that each player has the right to choose the circumstances of his/hers character's death. A common variation of this rule is to, rather than ask permission, warn the player of your character's intentions so that the player may have his/hers character make decisions to help allow or block the fatal blow. Common exceptions to this rule include characters who initiate combat, characters who have committed acts such that they know they have enemies, characters in high-profile positions like kings who should expect frequent attempts on their lives, and characters on battlefields.
ATTACK JUSTIFICATION- It is also considered polite to, if a player controlling an opponent character requests, offer legitimate justification for their character initiating combat. This is a protection against metagamers in that the opponent player wants to make sure that your character is not attacking for out-of-character reasons, like personal disagreement or boredom, and that player's character is in danger honestly. The opposite side of this coin is that, after justification is given, your opponents character is obligated not to use that information unless it is also shared in-character.
DO NOT LORE-BREAK- Lore breaking is when a character breaks lore, which is practically anything that likely affects a character or scenario that doesn't belong within the verse. The basis for these commonalities is origin, culture, and known historical events. For example, *Broaven the Rellekan sailor is an established water mage and heads into the settlement to meet up with his other shipmates and use his magic to help them on their next trip.*Lore-bending, a similar term, is when existing lore is lightly modified (Hence the term lore-bending), but not significantly or in a way that detracts from the role-playing experience. Often this has to do with ideas that are neither supported nor contradicted by existing lore; for example, one never comes across a goblin who excels with traditional magic, but it is never explicitly stated that this can't ever be done - only that you rarely come across it. There are exceptions to this rule, an example being your favorite character from a certain verse dies, or your character is the offspring to a canon, and if you are a more experienced role-player you can find ways to bending the lore into something tolerable for most individuals.
DO NOT POWER-PLAY- Power-play occurs when a player operates someone else's character without the other player's consent. The most obvious example, "Your character falls off the cliff as he/she walks up to it not paying attention." As you can see, not only is this unfair to the other player, but it's also discouraged because often players will misconstrue the behaviors and personalities of characters they didn't design. Power-playing goes into more subtle situations, however. Saying, "Sally charges Jack so fast that he wouldn't be able to react enough to avoid it," can also be considered a violation of this rule since Sally's player has controlled Jack's abilities, possibly in a way that doesn't accurately represent his character. The appropriate way to word Sally's attack would be, "Sally charges Jack so fast that it's unlikely he could totally dodge it without equally inhuman speed." This leaves it up to Jack's player whether or not Jack is actually capable of avoiding Sally.
PLAYING MARY-SUES- The definition of a "Mary Sue" is difficult to nail down, because the meaning has changed over time as the character type has migrated out of fanfiction and into canon. So, in attempt to explain I'm going to cover as much as possible. So, first a Mary-Sue is a specific kind of character that is usually considered literately reprehensible and otherwise unpleasant for others to play alongside. A Mary-Sue is any character (of any gender, age, race, or species) who fits one or more of these descriptions, a character who's too perfect, a copy of another character with a few changes, lacking realistic or logical flaws, or whose flaws do not affect them in real ways. A character who's idealized or made "better". (E.g. more attractive, smarter, given skills, abilities & powers without the flaws, quirks & limits that make them interesting and real.) There are many faces of Mary Sue, but I picked the most common of them to explain. CANON SUE, a canon sue is the corruption of a legitimate canon character within the fandom to the point that they resemble the fanfic author itself. They may acquire new powers, undergo a makeover (including the dreaded Hot Topic punk variety), they will become good friends or become enemies with canon characters that they usually wouldn't be with , or just act completely out of character in a way that makes those familiar with the canon scream in horror. However, there are a select few immunities such as the Joker. The crown prince of crime is entirely unpredictable and extremely vindictive. His insanity, which causes slight personality changes within him, can cause him to be a silly, comedic prankster one moment, a twisted considerate lover or an irrational, ruthless killer the next. But, don't be fooled. The criminal aspect of his personality will continuously remain the same, no matter what persona he takes. So, you can encounter five Jokers at the exact time, each with a slight different personality without him being a Sue.
ORIGINAL CHARACTERS OC'S- Unfortunately, countless OCs conclusion end up as Mary Sues, which is why people often stay away from OC-centric fics. It's much easier to do this than to give the benefit of the doubt that a select few original character are not just another Mary Sue. Now, it's perfectly acceptable to write a strong, intelligent, beautiful character. It's also perfectly tolerable to have them liked by the canon characters in the universe they are related with. These traits only become an issue when they're written at the expense of other characters. The original character, and the lore of the verse must go hand in hand. So, even if you love your OC to bits, don't forget about the other characters. Think carefully about their canon traits and whether it would make sense for them to act a certain way toward someone else's character. After all, the canon characters (and universe) are what drew you in to start with right? Respect the canon of the fandom you're writing for, and that fandom will respect you too.
THE RIGHT TO CHOOSE- A player has the right to choose not to role-play with a certain character or other player whose standards conflict with his/hers own. With that being said, if I don't enjoy participating in our storyline, or feel I'm having trouble cooperating with, or it clashes with my storyline, or further participation will lead to more headache than enjoyment. Then I will see no further reason to continue roleplaying with that individual. Sorry, but I'm here to enjoy my time.
MINIMUM OF THREE-TEN LINE PARAGRAPHS (500 WORDS.)- Most people understand that colorful description can add a lot to roleplaying and character development. The flip-side of this, though, is that it can be oppressive and difficult to follow if roleplayers carry on with too much narration for too long. The exact amount each individual aims for can be different, but three is a popular number. So, if your one of those people who struggle, then shoot for the three. Nothing comes effortlessly without a little practice, hard work and dedication. Of course, it's acceptable, but six, ten line paragraphs is typically a good goal. This style is also known as "casual RP", among other names. This type of roleplay is accessible to everyone. The reason for this is that it's easy to grasp and easy to start. However, script-style roleplays will rarely offer much character development or plot advancement. So, I'm not a enormous fan.
INAPPROPRIATE ROLEPLAY- Bad words, offensive terms may be used in character in an age inappropriate manner. I have no objections to a more rated R experience when using foul language and violence. However, sex is entirely different. I'm assuming we're mature enough to talk about this, so sexual conduct is to be excepted while roleplaying. I'm not saying sexual content isn't allowed, only that some sexual contact needs to be handled in an extra, more established mature way. There will be a point in everyone's storyline that will contain graphic conduct, if you can't handle mature content then kindly let the other player know beforehand.
MUTES- Simple, we talk, we roleplay, you stay. I don't keep mutes on my friends list.
PUNISHMENT- Noncompliance to follow these rules will result in immediate action from me. All first offense will deal with the consequence of having a private ooc counseling and/or warning, and/or banishment depending on which rule you broke. I don't do second chances, if I have to warn you a second time it will result in me hitting the block button on your page.
EXCEPTIONS- Role-play is about creativity and while these rules are not just needed they can at times during very deep and important role-play points be a bit constricting. That being said, like many things in life the rules of role-play are not the be-all and end-all. It takes skill and knowledge to know when one can bend one of the above rules to affect a role-play in a positive manner, this is usually done by small groups where the individuals that are involved know each other in both IC and OOC. They know exactly what they are getting into, many are most likely experienced writers and are okay with it. This takes a long time to understand and should only be attempted by advanced role-players. Nevertheless, always keep in mind that the purpose of role-playing online is to have fun.