| ROLE-PLAYING RULES/GUIDELINES |
| There are several key rules that are needed for the Role-Playing experience. Without these, the very basics of Role-Playing would not work. Also here are suggestions that will improve the RPG experience. These don't have as much to do with the game as they do role-playing in general. |
| 1. CONTROLLING OTHER CHARACTERS One of the biggest things forbidden in RPGs is controlling other characters. By this I don't mean you taking another character and playing as them (which is an even worse rules violation), but instead doing little things for other characters. You cannot control other characters' actions in any way unless given permission. Such instances can include having another character agree to do something with you, writing a line somebody else says, or saying they pick up a piece of food. If you absolutely need to control another character, ask them if you can do certain minor things beforehand. It is standard for Shopkeepers to allow people to perform basic buying actions (getting an item, paying for it, having the shopkeeper throw in a friendly comment) while the shopkeeper is not around for efficiency purposes (though if a shopkeeper specifically requests that you don't, you can't). 2. CHARACTER KNOWLEDGE To allow you to have the full experience of the RPG and to see what other characters are doing, players have access to nearly all of the topics on the board. It's fun to read what is going on elsewhere. However, there is one important thing to remember: what you know isn't what your character knows. Your character only knows the things he's experienced in the RPG. Going along with this rule is abnormal activities. Your character cannot be influenced in strange, unusual ways to do something he wouldn't normally do. For example, if you read elsewhere that another race was going to start an attack from a certain spot, your character won't start to take a walk in that area when they attack, unless he takes a walk there regularly at that time. Even walking in a certain part of Termina Field that someone else is in is considered under this rule. Don't be caught magically coming across the things you want to come across too often. 3. YOU AND OTHERS BEING ONLINE The MMRPG does not require you to play a certain amount of time, but the more you can play the better. The more you play, the more your character is available to interact with others. If you're on but no one else seems to be there, keep at it. If you don't post, a person who walks in could pass up an opportunity for interaction. When you are offline, your character doesn't magically disappear. Instead, they can be doing a number of things... sleeping, studying for new skills or bonuses, watching a store, or tending crops. 4. MAKING INTERESTING STORIES Making interesting stories is a key aspect of the RPG. The How to Become a Story Board Member guide details ways to make good stories. Read it if you're interested in becoming an SBM or not. 5. DETAILS The more details you use when you post, the more you feel like you're really in the RPG. Details can really increase the quality of your posts and how people see you, even if they don't comment on it. Below are two examples... one detailed, the other not. See which one you like better. Sly exited the Deku territory and ran across Termina Field to Clock Town. Sly walked calmly out of the Deku gates, hearing the doors slam behind him. The sun was sinking far to the East, and he knew his trip across the field would have to be quick. He began walking at a brisk pace, and soon darkness settled. A crow called from across the field and an owl responded. Sly hears a Wolfos howls and picks up the pace of his walk. The torches outside of the Clock Town gates cut into the night air, indicating that he is nearing the town. A wind roars through the field, grass swaying and Sly's cloak flapping in the breeze. Sly reaches the bottom gate and calls up "Hello!", but his voice is lost in the wind. He pulls out his Ocarina and plays a few notes loudly, causing the guard above to look down. Sly motions to open the gate, and soon the large wooden doors creak open. Sly walks in, relieved to be inside the shielded walls of Clock Town. |
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