PROOFREAD
If you're looking to win matches, it's always a good idea to re-read
the roleplays you write before you release them to the masses. First of
all, this may help you pick up on a few gramatical errors that may have
slipped by as you were writing the thing, but more importantly, it'll help
give you a better impression of what you've just written. If you feel that
certain parts aren't necessary, or that something needs to be added to
better clarify the situation, this is when you might pick up on it, making
the reading and the editing well worth the time it takes. (Rob Michaud)
USE A SPELL CHECK
Use spell-checking ESPECIALLY if you're a bad speller or
a horrendous typist. It's not THAT big a deal (especially if you're
good), but the more competent you look, the less the chance of a prez or
roleplaying judge forming some sort of negative bias toward you, no matter
how unintentional that bias might be. I know it ain't fair, but that's
just how it goes. A grammar check can help sometimes too, of course.
Furthermore, you should avoid
using inconventional contractions, like the use of "2" instead
of "to" or "too", and "u r" instead of "you
are". You'll not be directly penalized for it, but it just makes your
flashing look childish and/ or lazy. if you don't like typing words, my
friend, you're in the wrong place. (Rob Michaud)
TOO SHORT OR TOO LONG
= BAD: IDEAL ROLEPLAY LENGTH
It's very, VERY seldom that roleplays that are three lines or under
are going to score you any points, so avoid putting these kinds of things
out. And of course, three lines isn't even nearly enough, really, I can't
think of too many flashes below ten lines that I've ever read that have
been all that spectacular (generally speaking, of course). There is no
particular "good" length for a roleplay in my opinion, but they
can easily be too short.
Sometimes, even throwing in
some action can help. And by action, I don't mean people doin' the
nasty or bullets and explosions all over the place: I mean tell us
what your character is doing, and not only what they're saying (also see
"Use of Details in Roleplays: A
Lesson in Communication").
Of course, a roleplay can be
too long, too. The general rule for the length of a roleplay is that if
you've said everything you have to say at that time (in that scene/ setting,
or whatever), then you should end it there -- anything more than that,
and you start rambling, and your flash has become too long. (Rob Michaud)
THE
GOLDEN RULE: THOU SHALL NOT STEALYou
CANNOT, under ANY circumstance use another handler's character(s) in one
of your own flashes, UNLESS you have the other handler's express consent
(This includes jobbers! To obtain consent for using a jobber character
in your flashes, please contact the Presidents). To officially obtain consent,
you AND the handler whose character(s) you are using MUST BOTH send a copy
of informed consent of this character usage to the Presidents. Failure
to comply with this rule will result in the offending player being ejected.
This is common sense and we trust you will comply with it, but it is listed
here nonetheless for the protection of all your character creations. If
there are any questions or uncertainties about this rule, please ask the
Presidents. (Rob Michaud)
ALWAYS ROLEPLAY IN CHARACTER
Roleplaying
should always be done in character. That means not saying things like "I
read your last roleplay" or "I'm the best wrestler on the Internet!". Furthermore,
it means that you shouldn't be taling about the handlers behind the characters.
If you ever have anything to say about anything that's not a product of
your character(s), then be ABSOLUTELY SURE to let everyone know that
what you're saying is out of character (OOC), so that there's no confusion.
And if you have a personal beef with another player for whatever reason,
either KEEP it personal, or at least try to get some mediation through
the staff to work things out. Also see "Don't Use
'Smart' Terms" and "Don't Use
'E-Wrestling Specific' Terms". (Rob Michaud)
DON'T CROSS THE LINE OF DECENCY
This is one of those things that I'm always iffy about mentioning,
but keep your use of foul language, cursing, off-color comments, suggestive
comments, sexually suggestive comments and obscenities down to a minimum.
If you feel that you must use a lot of swearing, please censor it, either
with a bleeping-out of some sort or with symbols over most or all of the
offensive word (Censorship like fu*k, c@ck, d!ck and p#$sy, for example,
aren't the way to go, as the words are not masked enough). If you want
to stay on the "safe" side, we'd rather you completely "bleep
out" foul language. The general guideline here is use what you feel
is appropriate: if you're doubtful that they'd allow it on TV, then it
probably shouldn't appear in your roleplays either (or at least it shouldn't
very often).
Don't get me wrong: there CAN
be swearing in there, but use it sparingly, don't ever use it as the meat
of your flashing, and don't think that just throwing out a bunch of swear
words, censored or not, will be scoring you a lot of points or anything.
Furthermore, there's the issue of obscenities or suggestive comments that
are offensive without using actual "swear words"... This one's
a bit trickier, of course, but again, try to use your judgement in the
same way as for swearing.
On TOP of this, take it easy
with anti-gay terms and expressions (this one seems to occur with alarming
frequency in e-wrestling, but has no place here), stay away from strong
racism, strong sexism and all those other bad "isms". This isn't
the place to vent your or your character's bigotry.
If we, or any of the players,
feel that you're overstepping your boundaries here, the Planet Wrestling
Staff will warn you, but please don't try to push the envelope too much:
we'd rather not have to act as the "language police" as much
as possible... If things get too out of hand for individuals, there will
be consequences for them, but should things get too out of hand in the
league as general, we'll be forced to enforce a zero-tolerance, facist-like
policy on swearing and obscenities, and I really don't want to have things
come to that point... To further try to keep things sensible in this area,
if you ever have a complaint about the offensiveness of another players
roleplays, then please don't hesitate to contact
the Presidents. (Rob Michaud)
DON'T USE "SMART TERMS"
Since Planet Wrestling is a fantasy wrestling federation, you should
be trying your best to maintain the illusion of reality in your roleplays.
This means that "smart" terms SHOULD NOT be used in roleplays.
When talking about "smart" terms, I'm referring to terms that
are used in e-wrestling in out of character situations, but never or rarely
in character. Terms such as "jobber", "face", "babyface",
"heel", "mark", "kayfabe", etc. should NOT
be used in roleplays and will not be tolerated. Just use your own judgement
here: if a wrestler on TV wouldn't say it (for the mostpart), then there's
a good chance that you shouldn't be saying it. We might warn you once,
but if you persist, you will be jobbed... so again, don't use "smart"
terms. If you have any questions about whether a term fits into this category,
please ask the Presidents.
(Rob Michaud)
DON'T USE "e-WRESTLING SPECIFIC" TERMS
Since Planet Wrestling is a fantasy wrestling federation, you should
be trying your best to maintain the illusion of reality in your roleplays.
This means that "e-Wrestling specific" terms SHOULD NOT be used
in roleplays. "E-wrestling specific" terms, are terms that would
indicate that the wrestler is actually in a fantasy federation, if used
in roleplays. Again, use your judgement and don't use terms that real pro
wrestler wouldn't use on TV. Terms such as "e-wrestling", "e-fed",
"flash", "roleplay", "handler", "player"
and "character", as well as any reference to the web page itself,
comments like "being the best wrestler on the Internet", referring
to Planet Wrestling as a computer game, saying that "wrestler X just
read wrestler Y's interview" are ALL unacceptable. We might warn you
once, but if you persist, you will be jobbed... so again, don't use e-wrestling
terms. If you have any questions about whether a term or whatever fits
into this category, please
ask the Presidents. (Rob Michaud)
BE ORIGINAL!
Originality is an important, even essential part of good roleplaying,
so try to keep things fresh and original. We like to see good, interesting,
new ideas in your roleplays, not a lot of rehashed trains of thought from
real pro wrestling, TV, or movies (I know that a lot of the same kinds
of things come up, but at least put a new spin n things with your character's
perspective, for example). How original your character is in what s/he
says and does is very important in terms of judging. Keep it original and
you'll keep judges interested.
Furthermore, references to real life wrestlers (past or present) in roleplays
will not be tolerated as we feel it cheapens things and breaks the illusion
of reality that Planet Wrestling is looking to establish. For example,
wrestler X can't come out bragging that they've trained with WWF stars
(or stars from any other existing federation either!). This also includes
not ripping off catch phrases from real wrestlers. Please see the Welcome
to Planet Wrestling page for more information. The same kind of thing goes
for stealing lines or situations from TV or movies: it's not what we're
looking to see. Use your imagination and make stuff up on your own to stand
out and show off what makes your character(s) who they are (which includes
everything from how they act, to what they say, to how they dress, to what
they do, to what situations they get involved in, etc...). (Rob Michaud)
QUALITY OVER QUANTITY:
YOU MUST ROLEPLAY TO HAVE A CHANCE
In Planet Wrestling, you should roleplay for ALL of your matches,
even your jobber matches. Except in rare cases, if you do not roleplay
at all, it is very likely that you will lose automatically, and maybe even
lose badly. Your roleplays will be judged primarily on their perceived
quality, and secondly on their quantity (for an exaggerated
example, ten mediocre roleplays that say something meaningful without being
too repetitive will very likely beat out one good one). (Rob Michaud)
BE CLEAR
Readers should and judges must be able to understand what points
and ideas you're trying to get across. Don't use a lot of obscure knowledge
or inside jokes in roleplays unless you intend to offer explanations for
them. Being too cryptic and enigmatic can hurt you: if you're going to
provide a convoluted angle involving your character's dark and mysterious
past, for example, make sure that readers will be able to follow along
at each and every step of the way so that they're not just getting lost
in a sea of vague details. Another common example is of the highly knowledgeable
character, who flaunts their knowledge of a specialized subject. Handler
should not expect that the average reader has specialized knowledge of
everything that they do... Playing such a character is fine, but make sure
that you're clarifying things and expressing yourself in a way that will
be understood even by the naive reader. A good way to judge if you're doing
a good job with clarity is to have a few people who aren't involved with
Planet Wrestling (but who watch wrestling and/ or have done e-wrestling
before) read your flash and explain it back to you. If they're confused
about certain points, then other readers may be too.
I've seen a lot of beginning roleplayers who sometimes have a great deal
of difficulty in clearly communicating their ideas. Other, more experienced
roleplayers do this too sometimes, most often when they're feeling a little
lazy. Clearly communicating what you're trying to say in a roleplay, though,
is very important... after all, if the judges can't understand what you're
trying to communicate, you won't be doing very well. (Rob Michaud)
MAKE SURE YOUR ROLEPLAYS HAVE DEPTH
Depth of Roleplays that span a mere few lines usually aren't worth
too much. Your roleplaying should have some degree of depth to it. When
thinking depth, think of questions like "why?" and you'll be
on the right track. "I'm going to beat you" is easy to say, but
backing your words up requires something more. In this case, getting into
why you're going to beat your opponent is important: maybe it's because
you're a more experienced wrestler; maybe they've recently injured their
knee; maybe this upcoming match is a rematch, and since your opponent has
never won a rematch, the odds seem to be on your side; or maybe you're
confident that the friend you hired to watch your back will give you a
decided advantage. Similarly, just saying "you suck" to your
opponent isn't a very telling statement. Elaborating on why you feel that
they "suck" would be a good starting point to strengthening your
point: talking about the opponent's documented weaknesses, picking apart
their wrestling style, highlighting their disappointing losses and comparing
all of these to your strengths probably isn't a bad idea. On the same note,
though making fun of your opponent is an acceptable tactic, it's not something
you want to do exclusively, simply because a series of put- downs, even
if they're drop-dead hilarious or terribly biting, just don't hold a lot
of weight to them if they don't have any substance or some actual connection
to your opponent. After all, if one player says: "you're an idiot!"
and his opponent says "yeah, well... you smell like dog farts",
I'm hard-pressed to decide a winner (although the "dog farts"
comment would probably win on the basis of it being more original... but
I digress...). Having depth in your roleplays, as you may have guessed,
often involves doing your homework about your opponent, or whatever you're
talking about. Knowing your opponet, knowing what they're like, and knowing
what they've done can be a valuable weapon in your roleplaying war of words,
so it's well worth the effort. More depth shows that you've put more thought
into your thoughts and arguments, that you're at least somewhat serious
about what you're saying, and that you've come prepared. All are
signs of a good roleplayer. Also see "Develop
Your Character". (Rob Michaud)
STAY IN CHARACTER
Staying in character is very important to show stability, confidence
and consistency, not to mention the fact that straying too far out of character
just won't make much sense unless you have some good, logial reason behind
it. We want you to stay in character and not simply be flip-flopping all
over the place without any good reason. Your roleplays should make sense
in terms of the character(s) from which they're coming. For example, if
I'm playing a sophisticated snob character, the chances of him acting like
he has a steel pole up his butt in one flash and hooping it up at the local
monster truck rally in a drunk and disorderly state in the next just doesn't
seem to mesh togteher all too well, unless there's good reason behind it,
or the change is going to be more permanent). This doesn't mean that you
can't "mix things up" every once in a while by having a few "fish
out of water" scenarios (on the contrary, these help shape aspects
of your character and can help maintain reader interest). Stay in character
when you roleplay (also see notes on "smart" and "e-wrestling
specific" terms, and how you should not be using them). Also see "Develop
Your Character". (Rob Michaud)
DEVELOP YOUR CHARACTER!
Let's face it: over time, people change. Sometimes, it's
subtle things, other times, it's more dramatic. Your wrestlers should be
no different. The things that happen in their lives should have some
sort of impact on them, in some shape, form, or manner. This can include
things like personality changes (like your wrestler turning from a good
guy to a bad guy, or vice versa, or becoming more comfortable as they gain
the acceptance of the fans, or even becoming more jaded with professional
wrestling with time, for a handful of examples), but quite often much more
overlooked is how a wrestler might change physically over time. Any
way you look at it, pro wrestling tends to take it's toll on one's body,
and it's something that you might want to take into consideration, especially
if you're handling someone who constantly takes a tough beating or who
puts their body on the line night after night with high-risk, high-impact
moves... but I digress.
The point is that things should
change in your character's life, probably because everything going on around
them is having some sort of impact on them. If you're playing things well,
your charcater should be carrying a growing psychological baggage and a
dynamic physical condition, both of which have a bearing on how their personality
shines through and how they live their life. Even something as simple as
cahnging a character clothes when they do flashes outdoors depending on
the seasons and the weather changing can be subtle, but a good tool to
use to show that the character isn't just staying stagnant. Also see "Being
Human is Perfectly OJ" and "Focus and
Character Develpment: Maintain Balance". (Rob Michaud)
FOCUS AND CHARACTER DEVELOPMENT: MAINTAIN BALANCE
There are two basic goals for roleplaying in e-wrestling: roleplaying
for your matches (most often, to win them) and roleplaying to develop your
character. Good roleplaying takes both of these goals into consideration
and creates a good balance in how you allocate your time to each. The fact
of the matter is this: though you need to be spending at least some time
addressing your opponents and your matches if you expect to win, it's a
LOT easier to do well and to win when you have an interesting character
that you've developed. Furthermore, for a character to be interesting they
can't be static, stagnant and unchanging. Focus on the match in your roleplaying
will likely lead to more focus for your wrestler inside the ring, though,
so saying enough about your upcoming matches is always important. Try to
work out a general balance between roleplaying about opponents and roleplaying
to develop character that works for you, keeping in mind that the balance
changes depending on the situation and the opponent, but that you should
always have at least some of both. (Rob Michaud)
PAY ATTENTION TO YOUR OPPONENTS
Generally speaking, it's probably a bad idea to ignore your opponents,
because when you do, more often than not, it makes it look like you might
be incapable of firing back, which can lead to the conclusion that they're
right. When they start hitting you with remarks, disparaging comments and
reasons why they will beat you into next Tuesday, just pretending it never
happened might not be a good idea, as they may be seen as having a good
point. Especially if they do seem to have formed a good argument, you should
probably have your react somehow. This essentially puts you in a position
of defending yourself, turning the tables, pointing out flaws in their
arguments, coming up with counterpoints and verbal attacks of your own,
and generally trying to show them up. (Rob Michaud)
MEET YOUR DEADLINES
Roleplaying deadlines must be adhered to if roleplays are to be
"counted" (the same goes for strategies and strategy deadlines).
These will be announced a reasonable amount of time before they go by.
Keep track of when they are, as any late submissions will not be accepted,
for roleplays or for strategies. IMPORTANT: Deadlines times will be based
on Atlantic Time (one hour ahead of Eastern Time, in case you're unaware).
Roleplays CAN be done after a deadline (and we encourage you to do so),
but those that are done after deadlines are passed will not be "counted"
by judges toward the match decision. (Rob Michaud)
MAKE CONVINCING
POINTS
If you're going to be releasing a roleplay, your character(s) should
have something to say. Remember that just because your character is talking,
it doesn't mean that they're actually SAYING anything: what I'm
trying to say is that your flashes have to be getting some sort of point
across (or many points, for that matter). This has to be clear to the reader.
For example, players can often get caught in the generic "training"
kinds of flashes, where the flash's focus has their wrestler is lifting
weights or running or something of the sort, but they fail to highlight
why doing so is important, why it makes a difference or how it will give
them an edge toward winning the match. If the training is the main focus
of the flash in this instance, let your opponnet know why your training
regimen will give you a superior advantage, maybe. If nothing else, you'd
maybe be psyching them out.
The more convincing your points,
the better. If your arguments and points to back them up are stronger
than your opponents, you're quite possibly on your way to winning your
match... but if you're just saying your opponet is a big stupidhead that
probably won't get you very far. Logical, intelligent debate is a key element
to the style of many roleplayers, and it's a weapon for e-wrestlers that
shouldn't be overlooked (no matter how tempting that steel chair might
look), no matter how you might use it. (Rob Michaud)
MAINTAIN INTEREST
Maintaining interest is crucial for roleplaying, so it isn't surprising
that it acts well as a summary of much of what you should and shouldn't
be doing when roleplaying. A number of things can lead your readers to
stop caring about your character. Anything that might do this should be
avoided at all cost. Roleplays that are too long, angles that are too convoluted,
feuds that aren't heated enough or that lose heat, lack of originality,
getting stuck in a repetitive rut and spewing off roleplays that make little
or no sense (among many others) are all, quite often, sources of readers
and judges getting bored stiff. Poorly thought out roleplays that only
span a few lines are generally useless, and should probably be avoided,
too. It's not always an easy job, but maintaining interest is important
and you'll be judged on it as such. Keeping things fresh, not being repetitive
and using intelligent language and arguments are important in your roleplays
if you don't want to put readers and judges to sleep. Have something meaningful,
different and/ or interesting to say in each of your flashes and don't
roleplay repetitively just to add more quantity over your opponent -- Each
roleplay you present should be presenting a new set of well-thought out
ideas. You're trying to grab the readers' attention and make angles your
character is involved in interesting to follow, so get involved with angles,
and do what you can to make them interesting. Again, originality comes
into play and is a very important part of getting and keeping judges' and
other players' attention. Remember that detail is important, as you want
to create a strong, lasting mental image for your reader... but don't over-do
it. Readers should and judges must be able to understand what you're trying
to get across, and enjoy what they're reading. (Rob Michaud)
WATCH THE WINNERS
Take some time to see who's wining and what they're doing in terms
of roleplaying: chances are they might have worked out some sort of
style or technique that the judges like and appreciate. If you can zero
in on what the judges like and what they don't, the better your chances
of formulating RPs that fit their ideals. (Rob Michaud)
THINK LIKE THE JUDGES
This one's a bit trickier, but can be well worth it. If they have
the time, talk with the prez and roleplaying judges. Look for things like
the language they use. It also doesn't hurt to get into a friendly debate
or two about some issue with them (don't get too heated or talk about anything
too taboo, as not to have them form a bias toward you). While debating,
examine their styles of making arguments for their side of an issue when
they try to persuade you. Chances are, they feel this is an effective tactic.
Using the same or similar tactics in your roleplaying may work and help
you win matches even- if it's good enough for them to use, it's likely
that they'll be better convinced by it themselves... I think you catch
my meaning. (Rob Michaud)
USE OF DETAILS
IN ROLEPLAYS: A LESSON IN COMMUNICATION
I like description in written roleplays (and below I describe why
I feel it has a very justified and important place in roleplaying). So
do a lot of other people (though some either don't, or couldn't care less).
Setting the scene and making the reader not only aware of the surroundings,
but so that they can almost visualize exactly what you're talking about
can be a powerful tool, and it's something that a lot of roleplay judges
do like. There's good reason behind this too: if you take a few seconds
and think about it, communication in a face-to-face situation is FAR more
informative than are most informal e-mail letters. The reason for this
is obvious: mere words (the e-mail) doesn't always convey the meaning of
the situation and/ or the connotative meaning of the words properly (how
may times have you written messages to people where they've misunderstood
your tone, especially if it's sarcastic?...). Face-to-face conversation,
on the other hand allows you to see the person you're talking to, which
allows you to pick up on body language and other non-verbal cues. It's
been said that well over 70% of our communication is non-verbal... So WHY
are so many people insistent on merely conveying their thoughts with their
character's spoken words? When it comes right down to it, this makes no
sense.
When I look at a roleplay, what I'm PARTICULARLY looking for in the detail
department is the feeling that I'm REALLY watching this living, breathing
scene taking place as I watch my TV. Your character(s) might breathe noticeably
heavier at times, use certain tones and intonations in their speech, grin
slightly, cock their head to one side, furrow their eyebrows, shift their
weight to assume a different posture, make unconscious hand gestures, etc,
etc. Keep in mind that a lot of the non-verbal messages we convey are unconscious
in nature, so all these descriptions needn't be of actions that are entirely
overt in nature. I think it was Freud that said something along the lines
of "what we conceal with our speech is revealed in other ways unconsciously...
nervous twitches, more rapid speech, sweatiness, etc.". To bring this
whole section into focus, just think of how differently we'd think of wrestlers
like "The Rock" if they were always mumbling, looking over their
shoulder, twitching nervously, scratching their crotch and standing with
their shoulders hunched over. It would paint a very different picture indeed...
SO, if you want readers to REALLY get what's going on and what your roleplays
are REALLY saying (and so they're not just be reading what words come out
of the character's mouth), then use at least some description. When I read
a roleplay, on top of the character's rant, I want to know what's in the
background (the scene), what this characters look like (more or less- it
doesn't have to be described in full detail every time... BUT you should
highlight anything atypical), what they're wearing and what they do- all
these things help tease out all the important idiosyncracies that go along
with the characters being themselves. AND YET, with all this having been
said, the amount of description used is a crucial balance and it can be
overdone: use your judgement in describing pertinent details, with
the goal of always getting across the essence of what you're writing.
I often catch myself almost acting out actions when I write roleplays-
getting into character and really feeling what the character feels as s/he
talks can help a lot for some people. Read the roleplay over in your head
(or even out loud if no-one's listening) and act it out to see what you
do and how you act as you say these things the way your character would.
A final, personal note here: when I look at description in roleplays, I
like to see it formal, with your best spelling and grammar. Furthermore,
I expect it to read as a vivid description of what I would be seeing as
if I were watching the thing on TV (not as if I was actually there-
which means I can't describe smells or tactile senses and such in the roleplay).
Some of the judges out there may not care either way, mind you- but it's
always best to find out first. (Rob Michaud)
TIME MANAGEMENT
I have no idea how many roleplays I've read for e-wrestling over
the years, but it's been a lot (well over 3/4 of the messages in my InBox
are roleplays and I have over 5,000 messages in there now...). Something
that's always bugged me is the misuse of time in roleplays. Now, I know
it may not sound like a big deal and it probably isn't for a lot of judges
even, but I always get a bit frustrated when I read something like: "Joe
Blow stops talking and exercises for a about ten minutes, then sets his
weights down and continues..", "John Smith waits in line for
almost an hour then finally comes to the front of the line, glaring evilly
at the clerk..." or "Ms. Thang walks off camera into the shower
room and returns covered with a towel and her hair dripping".
In the first two cases, the interview/ flash just gets boring: we have
to sit there while the cameras are running and wait out a weightlifting
session or someone waiting in line. It's just something that you'd NEVER
see, even in the most lavish of interviews... Too many of these long pauses
and you're almost getting into is more of a documentary of your wrestler.
Now, this can be fine, and even an interesting tool for roleplaying on
occasion, but it shouldn't be done regularly by any means. What
I'm saying is that as a general rule, an interview spot/ flash shouldn't
be too long time wise because of lulls in the action/ conversation (unless
you have breaks in time/ elapsed time, of course). And personally, I know
that if I have to sit through a boring five minutes of your weight lifting
or watching you stand in line, that I'd rather see a longer description
of the events as they unfold.... but only if they're interesting
somehow! What I'm saying is that I'd rather you make it spicy enough
to be worth seeing, or don't show it (much) at all.
Which brings us to the third, "Ms. Thang", example. Here, we
have the reverse taking place. Either she was drenched with a bucket of
water that dissolved her clothes and she'd been wearing a towel underneath
them beforehand, or there's a hideous oversight in describing the time
that passed (during her implied shower). This is even less desirable that
the first two examples because you're not even giving the reader a good
sense of the pause that took place during her shower. If you REALLY want
to include her shower time here, again, make it interesting (maybe she's
using those "Totally Organic" shampoos and making all kinds of
moaning noises, I dunno'...), otherwise, it's best to fade out shortly
after she steps out, and cut ack in when she's done... And if it WAS a
case of melting clothes, then you probably should draw special attention
to it somehow. (Rob Michaud)
DON'T OVERDO IT: BE REALISTIC
Far too many times in e-wrestling, I've come across players who
are just trying too hard to push their character. The typical example
of this is somthing like "We see Mr. X lying on a weightlifting bench.
In his hands, he holds a barbell. In looking at the markings on the
weight plates, we're able to calculate that Mr. X is currently benchpressing
well over two metric tons...". If you want to take this kind of course
of action, keep things reasonably realistic. This also goes for things
like having your character wrestler tigers, jumping over tall buildings,
or stopping freight trains with their bare hands. Wrestlers are tremendous
athletes, yes, and of course, you can stretch the imagination of your readers,
but it's probably best to keep the acts of insanely superhuman ability
out of e-wrestling (generally speaking). Of course, if you DO try
these kinds of things, be ready to be riduculed by the competition. Also
see "Keep 'Beat Up' Flashes to a Minimum"
and "Being Human is Perfectly OJ". (Rob
Michaud)
KNOW WHEN TO QUIT
It's important to know when to stop roleplaying for a match. Again,
the general rule is: if you've run out of new, interesting things
to say, then you should stop. Once you start repeating yourself, things
get boring, and you're no longer maintaining anyone's interest. (Rob Michaud)
PAY ATTENTION
Of all the very good roleplayers that I've seen, they've all had
at least this in common: they keep themselves up to speed with just about
everything that's going on in their fed. As a roleplay judge who MUST read
through all of the roleplays that are coming in, it's always refreshing
to see that someone else is keeping track of things. On top of impressing
the judges, though, paying attention to angles outside of the ones that
immediately effect your character(s) give you just THAT much more to talk
about, and it shows that your character has SOME awareness, at least,
of what's going on outside of their little bubble. With everything else
that goes on in an e-fed, your character's bound to have an opinion on
SOMETHING outside of their immediate situation. If you want to show
that your character doesn't live in a vaccuum, but in an ever-changing
environment, then showing readers that you're aware of what's going on
around your character is probably important. (Rob Michaud)
GET INVOLVED (BUT WORK YOUR WAY UP)
E-wrestling isn't (or probably shouldn't be) just a series of matches,
week after week, after week. The storyline (or angle) that your character
is involved in are an important, even crucial part of the game, because
if you're involved in something interesting, THAT'S when people start
to care about what your character is up to... and since you're not going
to get very far in e-wrestling if others don't care about what your character
does, you had better get involved. In the process of roleplaying to get
your character noticed, there's probably no better way to do this than
getting involved in some angle... or far better yet, by taking
the initative and being responsible for starting a whole new angle.
With so many different angles occuring at any given time, it's hard to
give foolproof advice here, but it's probably a good idea to start off
small, involving yourself in angles that also involve players you feel
you're well-matched with, and working your way up. It's rarely a good
idea to try to start off at the top: first, because you're not likely
to succeed (for a variety of reasons) and second, because it's what so
many new players in a fed tend to want to do. If I had a dime for every
new player that wanted to interfere on a title match, especially a World
title match, or who wanted their character to debut at the next big supercard,
I'd be a rich, rich man. Also see "Test Your Limits,
Don't Push Your Luck". (Rob Michaud)
TEST YOUR LIMITS,
DON'T PUSH YOUR LUCK
When you're playing a character, it can be hard sometimes to be
truly aware of how you match up to some of the other rolepalyers and their
characters out there, which is why it's good, every once in a while to
challenge another player to a match that you figure that although you have
a chance of winning, you might not. Heck, you never know: you may end up
surprising yourself, and getting over a hurdle that previously seemed impassible.
At the same time, though, you
don't want to be throwing out too many challenges where you (and probably
everyone else) knows that you'll simply get squashed by your opponent.
There's not much point to it for one, and more importantly, that person
who's significantly higher up the ladder than you may get a lttle frustrated
in having to deal with you because you're out of their league. And if they
don't whoever's in chage of the fed and such just might: if we had a champion,
for example, who kept getting involved with fresh, inexperienced talent,
it gets bothersome because those who might be much more deserving of a
shot are bing left out in the cold. If you're going to challenge to matches
that you feel you have little to no chance of winning, then it may be a
good idea to clear it with the presidents as well as the challenged handler
before going ahead with your plan. (Rob Michaud)
WORK WITH OTHER PLAYERS
Some of the best roleplaying comes out of doing something with
other players that we should all have learned from Seasame Street: COOPERATING.
I know that a lot of roleplayers out there are in e-wrestling merely for
the competitive aspect of things, but even in those cases, cooperating
with other characters, even if (and sometimes, especially
if) they're your opponent, can be a wonderous thing. Better planning of
angles, which can be achieved by cooperating and communicating with other
players can often lead to better angles, provided that you get along with
the person or people that you're planning things with. It may not always
be easy to find another player that you see eye-to-eye with, but when you
do, it can benefit both your characters in the long run. (Rob Michaud)
BEWARE THE SILENT CHARACTER
Some people like playing a character that says nothing. If you're
one of these people, or think you may give it a try someday, be warned:
it's not something that is easy to do well in a game that relies almost
entirely on the quality of a player's roleplays to determine winners and
losers. I'm not saying that it can't be done: it can, but to do it well,
it usually requires a little bit of creativity, ingenuity, and more often
than not, extra effort. Don't think that just because you run a character
that doesn't say much or anything that you'll be getting off easy and reducing
your workload unless you intend on losing a lot of matches. Actions CAN speak
louder than words, but don't expect actions in your matches to win you
more matches. You still have to roleplay your silent character's actions
and develop them accordingly.
So how can you create a character
that still has something to say but never says a word? A great homegrown
example was the long-reigning, legendary E-WCW World Heavyweight Champion
"Dangerous" Devon Walker: for a long time, Walker didn't
say a single word in his flashes. Why? He couldn't. A large scar
across his throat was an indicator of the fact that he'd suffered some
serious damage to his vocal cords, and couldn't talk. So how did he communicate,
you ask? Walker communicated through subtitled or interpreted sign
language. Now, I'm not saying that every quiet character out there needs
to communicate though signing, but what I AM saying is that somehow,
you still have to communicate your messages and stay in character doing
it. Heck, it could be by pointing at images on a computer screen or playing
charades for all I care, but do it creatively and realize that you STILL have
to put the work in to get your points across like everyone else, or you'll
lose, plain and simple. (Rob Michaud)
KEEP AT IT
The simple fact that you've read this far into this roleplaying
advice section tells me something very important: you have some determination
to become a better player and/or win matches. Excellent. Remember though,
that Planet Wrestling is a pretty competitive environment, like many e-wrestling
feds out there. As such, you won't always win your matches. You may not
even win most matches when you're starting out, especially. But just hanging
in there while putting the effort in to become a better roleplayer can
do wonders. I can think of a number of roleplayers who have been here over
the years, a number of them who are still with Planet Wrestling who have
DRAMATICALLY improved over time. And each and every one of them have
done it by roleplaying a lot, paying close attention to everything that's
going on in the fed, asking players and staff members for opinions, tips
and advice, reading advice and tips columns like this, and generally not
giving up. And over time, some very good things have happened for these
characters: from advancing in the ranks, to title shots, to title reigns,
good things generally happen for the players who keep trying to be better.
Also see "Keep Roleplaying and Experiment".
(Rob Michaud)
KEEP "BEAT UP" FLASHES TO A MINIMUM
Something that a number of beginning players seem to be attracted
to is what I call the "Beat Up" style of roleplaying. What I
mean by a "beat up" roleplay is one where the flash consists
of a character getting involved in some sort of situation where they essentially
get involved in some sort of impromptu showdown with some other person,
and then, we, the readers, have the opportunity to read yet another instance
of the character beating the heck out of some hapless victim, or even a
whole series of victims.
I say yet another, because
anyone who's been around in a few e-feds has seen this flash over and over
again, from so many players that it's old news. Very old, tired news.
For that reason alone, these kinds of flashes should probably kept to a
minmum, since their unoriginality will will likely bore many readers and
fail to impress them in the least. One every here and there might be OK,
but don't make it something that happens too often, and as with anything,
try to at least put an original spin on things, at least. These flash types
are probably particularly unimpressive because they're just so easy, too: your
guy walks into a bar and beats up a half a dozen people, then leaves like
the badass that he is, having harly broken a sweat and without so much
as a scratch. But... who cares? Asside from the fact that realism would
be thrown outthe windown, if I wanted to, I could have my guy laying waste
to the entire US Army in hand-to-hand combat, then beating the bejeezers
out of everyone in a Martial Arts world class competition, knocking out
Tyson with a single punch, going to a local kindergarten a smaking around
some snot-nosed kids and their angry parents, then capping the day by climbing
the Empire State Building and swatting away stealth bombers and the Martian
mothership to the ground and being home in plenty of time for a spot of
tea. The point is, any shmo can win any fight they want in their roleplays,
so it just isn't all that impressive, no matter what the odds are (just
like having your character winning the lotto in every flash would be a
piece of cake, despite lotto odds actually being astronomical in most cases).
Actually making a point and verbally punching metaphorical holes in your
opponents' proverbial armor is a lot harder to do, and a lot more impressive
when it comes right down to it. And as far as the trying to stack the odds
against your character to make them seem more impressive, at least keep
it in the realm of possibility.
Again, this isn't to say that
these flash types should be avoided altogether, but you should probably
at least consider all of this before writing one or another one. Don't
forget that that ALL flashes should be getting a good, clear point
across, and that "I can beat people up" isn't really all that
strong of a point, considering you're probably roleplaying for a wrestler,
who we probably alreadyfigured could beat people up if they so desired.
Also see "Don't Overdo it: Be Realistic"
and "Being Human is Perfectly OJ". (Rob
Michaud)
KEEP ROLEPLAYING AND EXPERIMENT
As someone who reads over all the flashes coming into this fed
and had a good sense of what's going on, far too often I see roleplayers
of all skill levels wasting opportunities. Down time for your wrestler
should not necessarily mean down time for you, the player. When your wrestler
has a jobber match or a card or two off for whatever reason, you should
still be roleplaying. You may be asking yourself "why bother? I'll
win the jobber match anyway, and if I don't have a match, why bother roleplaying? It's
not as if I'll be winning anything." This isn't the way you should
be looking at it: rather, you should see it as having nothing to lose,
and everything to gain.
Your wrestler having some "down
time" is a tremendous opportunity, especially for developing your
character: since you don't have to worry about winning an impending match
so much, you now have the freedom to do, more or less, whatever you want
with your character, and let the readers get to know them better. Perhaps
more importantly, though, without the pressure of being handed a big fat
loss, you can have fun with your character, maybe even more than usual,
and experiment with different ideas, themes and techniques in your flashes.
There won't likely be any serious reprecussions for what you doas long
as you stay somewhat sensible and all in all, expanding your horizons might
just make you into a better roleplayer in the long run. (Rob Michaud)
BEING HUMAN IS PERFECTLY
O.J.
Yes, that title IS supposed to say "being human is perfectly
OK", but it's trying to illustrate a point: few people are perfect,
in real life as well as e-wrestling, and this is something that should
be reflected in your roleplaying at leaast sometimes. Your character will
still be perfectly acceptable despite flaws, either in personality, or
whatever. As a matter o' fact, flaws help ADD personality to a character.
Your character may be terrible around the oposite sex, horrible at playing
golf (thanks Drunk!), dumb, fidgety or even an awful speaker in front of
very large crowds. All of these flaws add some depth to your character
and help people realise that they're human. For face characters, flaws
can be used to make your character seem just THAT much more heroic, even,
because they're not only overcoming the bad guy, but they're fighting through
their own handicap. Heels, of course, almost HAVE to have some sort of
flaw, for them to be heels in the first place, but others can be added
to make their victories that much more frustrating for their opponents
(it's that whole "want some? can't have it" or "no soup
for you!" tactic, I guess) and really gets under everyone's skin.
To err is human, and to use that to your advantage is good roleplaying.
(Rob Michaud)
HAM IT UP,
BUT TAKE IT SERIOUSLY: CONSIDER A SPRINKLE OF HUMOR
In my time as a roleplayer and fed head, I've played and seen a
number of characters that have gotten by, seemingly almost entirely on
humour alone... but this is not really the case. Most of the time, the
characters in question are actually played by skilled roleplayers, who
have a knack for the absurd and have a good sense of how to tickle a few
funnybones. They have to consider that if they're going to be releasing
flashes, that they have to be funny to a wide range of people that will
be reading the thing, and perhaps just as importantly, that they have to
do it consistently, while still being able to put out original material
flash after flash after flash. And you know what? It's not always
easy. Why? Because there's the "danger" that the judges
(or anyone else, for that matter) simply won't think you're funny. So don't
think that the characters that you roll on the floor laughing at have it
easy, because they have to work just as hard as everyone else, and STILL have
to get a point across while they're slapping someone silly with a rainbow
trout. Comedic characters and their handler have a niche, just like very
other character.
Being funny isn't always easy,
and doing it all the time isn't for everyone, that's for sure. Having a
fed full of woopie-cushion-using, pie-throwing clowns just MIGHT get
boring after a while (though I challenge someone, anyone to create
an e-fed someday that's based entirely on this concept, just to see how
it would go...). What is probably more plausible for more characters out
there is injecting some humor into your flashes every once in a while in
some form or another. And don't try to use your character's seriousness
as an excuse, either: some of the most hilarious comedians in history
were "straight men" that never cracked so much as a smile when
they did their bits. The humor and irony of a situation can be enough to
trigger a chuckle in the right situation. Plus, only using humor here and
there means you can easily afford to be hit-and-miss with your comedy without
being hurt too bad for it, since it probably wouldn't make up the meat
of your flashing anyway.
And to the future presidents
of the Clown Wrestling Federation and Big Top Wrestling, I wish you the
best of luck, and hope you keep me updated on your progress. (Rob Michaud)
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