learntorp: (Default)
One of the hardest parts of roleplaying is managing character growth. There is a lot of material to cover here, so I'm going to split this topic up into two parts.

When a character is first apped into a game, they are (barring a few game-specific instances) exactly like they are in canon. Because of that, it's pretty easy to see if someone is being IC or not! We have canon to compare it to, so we can give critique about how IC a character is. This is really only true for the first couple months at best, though. After that, you really have to have been following the development of a character to see how they have changed, because they don't quite compare to canon anymore.

The reason for this is simple: all characters grow and change as they are in a game for longer. They learn from their experiences, and they act differently based on what they have seen. When they don't change, they become stagnant.

Ideally, if a character encounters the same situation twice, they should act differently the second time. This is because they have already experienced it, so they should know what to do to get the results they want. For example, in the game I mod, we have a yearly event around Halloween, and the characters who have been around for more than a year should know what to expect by this point. However, many characters do the exact same thing each time, and they get the same results each time. Many even act like it is their first Halloween and don't know what to do! Obviously this is a problem, since the veteran characters should be experienced in this particular event by this point.

The reason characters stagnate is usually because the players are afraid of making changes. If the character isn't 100% true to canon, it's wrong, or so they are told. Indeed, our very concept of critique within RP feeds into this false notion: if a random person comes in and sees a character they are familiar with, they expect that character to be just like they are in canon. If they aren't, then they complain, saying that the character is OOC.

I'm not saying that being OOC isn't a problem. No, there are people who can take their character development too far and turn their character into something unrecognizable (This will be covered more next week). But that fear of being accused of being OOC drives players to disallow all character growth, which is not the right response either.

As a general rule, your character should change, yet remain recognizable. Any development made should be a believable development for that particular character. It's hard to set concrete rules for character development, since every character is different, but there is one rule that helps. Even with all of the changes a character goes through, they should still have their core personality stay mostly the same. Grumpy McDrywall might learn how to be friendly with a few certain people who chip through his frosty exterior, but he should still be cold and unwelcoming to most people. Likewise, the bouncy bubbly energetic team member may become jaded from a zombie apocalypse, and they might start thinking more practically, but at their core they are still that same bubbly happy character, just with better judgement. if Grumpy McDrywall and happy bubblehead stayed exactly the same, it wouldn't be very fun to play with them.

Next week I will talk about the other extreme, where some players take development too far and the character becomes unrecognizable. For this week, though, I want you to take a look back at your characters and how they developed over the course of their games. Look for parts where the development slowed to a crawl, or where no changes were made at all. Try to see how key moments in the game should have changed them, and how those changes would have affected them.
learntorp: (Default)
This week I want to talk about everyone's personal judgement regarding the characters they play.

One of the fun things about roleplaying is that we get to play more than one character. We can play a stoic bodyguard, a shy child, and a weepy teenager all at the same time. We don't have to choose just one thing, we can choose everything.

But as much as we might like playing all sorts of different characters, we all have limits. Maybe we can only handle playing a few characters at once, or maybe we can handle many characters, but only in one game. No matter what those limits are, at some point we all reach them.

The mistake many players make is in ignoring these limits. It's true, it can be hard to accept your own limits. When I first started roleplaying, I grabbed up every character I could in five different games. It was amazingly fun and easily one of greatest summers I ever had roleplaying. But within three months it all crapped out on me, because I had stretched myself too thin. Trying to play 20 characters at once burned me out, and by the end of that September I had to drop most of them.

Now I know my limits. I can handle five characters in two games, and no more than that. It's kind of sad, since I would love to play more sometimes, but I know that if I pick up that sixth character then I slow down with all of them and just fall apart. Five is my personal limit, and I have to remember that.

If you know how many characters you can handle, then roleplaying becomes much easier. You can balance your real life with recreation without constantly worrying about all the tags you have to make and all the threads you have to finish. Roleplaying becomes a lot less stressful if you respect your personal limits.

There's not much to practice here, so instead I want you to focus on finding your limits as far as roleplaying goes. Figure out how many characters and games you can handle without getting overloaded, and try to stay at or below that number.
learntorp: (Default)
I want to take a moment to address a problem I see quite frequently in RP culture. I'm not sure if this is true across all of the different roleplaying groups or if I just got unlucky, but it sure seems like many of the players in my game spend a lot of their time complaining about problems in their life. Now, there's nothing wrong with complaining in your own personal space, be it a plurk, a personal journal, or wherever. And indeed, some people really do have shitty lives and definitely have a lot to complain about.

But when you are making those complaints in your personal space, please remember this: your friends are not your therapists.

Friends will help you if you're having a tough time. I can think of half-a-dozen times where my life went to shit, and just having someone to talk to really helped. But there is a line where "telling friends about your woes" crosses over into "relying on friends for emotional support," and that is the line where things get hairy.

Your friends are not your therapists. If they were, you would be paying them about fifty bucks an hour to listen to your problems. Pretty much all of your friends are not qualified to be your therapist, and the few that are (I'm sure there's at least a couple professional therapists who enjoy roleplaying) probably don't want to spend their free time listening to every problem you have.

Your friends are not your therapists. We're gathered into a game to roleplay. Sometimes shitty things happen, and I'm sure most players are willing to stop playing to listen to your problems if it's a once in a while thing. But if that gets to the point where you're constantly shirking tags because you have another thing in your life to whine about on plurk and you don't feel like tagging because your boss yelled at you and oops it's time for AC but you don't have any AC to submit because you were plurking the whole time instead of playing then I am unsympathetic to your problems, as most players would be.

Your friends are not your therapists. If you're having problems every day and it goes on for weeks and months then you need help outside of roleplay. I'm not going to say "go get a therapist", because not everyone has the means to pay for therapy or travel to therapy, but that doesn't mean your friends and fellow players will become your de-facto therapists instead. Roleplaying is a hobby meant for fun, and constantly taking up their time with your problems is not fun. If you keep doing it, you'll eventually find yourself friendless.

So if you find yourself making plurks about how much your life sucks everyday, and it's been going on for months, stop and think. Are my problems really that bad that I have to complain about them every day? And if they are, am I taking advantage of my friends by dragging them in to my problems every day? You must remember, your friends are not your therapists. They are your friends, and should be treated as such.

For practice this week, do some self-reflection and think about how often your plurk about life problems, as opposed to game-related things or hobby-related things. It's hard to say a set number of posts equals being emotionally draining, so look in terms of percentages. What subject is the largest percentage of your plurks about? The bigger the percentage, the more likely this lesson is meant for you.
learntorp: (Default)
As a preface, the majority of the real-life experiences I'm using for this post are tabletop-based, but the idea still applies to other mediums of roleplaying.

When I was in college, I used to run tabletop games for my friends. One of these games occurred my junior year, with a group of five players. There was a guy in the group, who we shall call J, and he played a paladin. This paladin was pretty blatantly just a copy of himself. J made no effort to make his character different and unique, and even the description of the character sounded exactly like an idealized version of himself. Needless to say, this caused problems whenever the paladin got into trouble. Every difficulty this paladin encountered caused J to get angry, even when those problems were a result of actions J had made his paladin do. The final night of the game ended when J's paladin failed a saving roll and was turned into stone (something that can be fixed in the world of D&D). J was so upset that he stormed out of the apartment and never came back to another game.

Because of this game, I had a rule added to all of the games I ran after that: keep In-Character and Out-of-Character separate. It seems like a pretty simple idea, I know, but you would be surprised how many people have trouble with this. I could talk all day about the number of times a problem has been brought to me that had it's roots in blurring the line between IC and OOC, and I'm sure all of you can think of a time when you heard about this as well. Hell, I could go onto any of the anon comms and pull up half-a-dozen links to wank that involves blurring the line between IC and OOC. Despite the fact that it's common knowledge to keep IC and OOC separate, it's still a very common problem.

It's interesting to note that, when going by percentages, I see this problem a lot more in tabletop gamers and people who play OCs. I think it has something to do with the fact that these characters are something we personally made, so attacks on them feel like attacks on us. That's not to say that it's entirely absent in people who play canon characters, but it happens a lot less. Still, regardless of what ind of character you're playing, you need to remember one important thing: you are not your character.

If bad things happen to your character, it's not because someone hates you and they want you to suffer. It's because their character had a beef with your character that was settled within the context of a game. Bad things can happen to your character without being a personal attack against you. If another character hates your character, it does not mean that the player hates you.

I think most people understand this idea, though. There may be a few players that let IC actions bother them OOC, but the majority of players know that IC problems should not bleed into OOC. That said, most people who have a problem with this do forget the inverse: OOC problems should not bleed into IC.

You should not let your OOC problems affect how you play a character. If you've just broken up, you shouldn't have your character suddenly break up and hate dating. If you're feeling sick, it's probably not a good idea to have your character develop a case of the sniffles. Most importantly, if you have problems with another player, problems that make it impossible for you to even communicate with that player, you should never let those problems show up in how you play ICly. Just because you have a problem with Player A does not mean your character should go around saying Characters A1, A2, and A3 are horrible people.

Whenever you are having trouble defining the line between IC and OOC, just remember that you are not your character. Your issues should not reflect on your character, and your character's problems should not reflect on you. Don't take things personally; we're all just trying to have fun, after all.

For your practice, I want you to do some self-reflection. Where do you have problems keeping IC and OOC divided? What issues tend to leak over into roleplay? The first step to keeping IC and OOC separate is to identify the problem, so try to keep the phrase "You are not your character" in mind when you roleplay.
learntorp: (Default)
Originally I was going to do a post to follow-up on the idea of active roleplaying versus passive roleplaying, but halfway through I started to talk about how communication factored into it and I realized that talking about communication would be a better post for this week. I'm sure it's not the same for every game, but many of the games on LJRP and DWRP I have been in have had a huuuuuge problem with communication outside of tags. In one game it was so much of a problem that it took two months for the mods to mediate between an ongoing problem. That is a long time to spend on one problem! So, this post will be about how vital it is to communicate with your fellow players and why you shouldn't shy away from it.

It should go without saying, but you really need out of character communication between the players. Being a written game, it's very hard to read nonverbal clues about where to go with a thread, and talking OOC can really help to keep everyone happy and on-track. This is why mods do infoposts about plots before those plots even happen. It wouldn't be very fun for the mods to just throw changes at you and expect you to go along with it without knowing what to do, and it would be a quick way to mess up key plot points within an event.

Now, talking out of character usually isn't the problem. I've been around online roleplaying enough to know that the players are usually in contact a lot. We chat on aim, we flail about threads on plurk, we talk about awesome things to do in the OOC community of the games we're in. The problem isn't that we don't talk to each other, it's that we only talk positively to each other. Game-wide HMDs have become the land of praise and keysmashing, rather than being used for any actual critique. We may make plans in OOC posts about plots, but when there's a problem with how things are going players rarely go back to that post to poke someone and say "hey, that messed up what I was trying to do!"

I think the reason for this is that a good portion of roleplayers want to avoid confrontation. I know how hard it can be to approach someone about something roleplaying-related if there is nothing positive to say. In my game I'm the mod who takes care of app-related emails, and I have had to send out many revision and rejection letters. It's not always the easiest thing to do, and I can definitely see why someone might want to avoid talking about difficult subjects, especially if you don't personally know the player you have a problem with.

The problem is that sometimes these things really need to be said. Oftentimes when someone is stepping on your toes it's entirely unintentional, usually because they never saw the OOC communication where you talked about doing that particular thread. In little, incidental threads, that might be something you can overlook if you want to. But in threads about important things, like game plots or threads important to your character's development, you really need to pull that person aside and talk to them.

Will people get offended? Yes, sometimes they will. It is always a possibility that by saying something OOC you will upset a player. But if the problem you're having is very important to you, then you really need to speak up. Otherwise you'll be the one who's upset, and that won't help you at all.

Ultimately you should strive to have open communication with everyone. You should stay in contact about everything, both positive and negative. And remember, just because you have a problem to bring up with someone doesn't mean you're a bad person for saying it. If it's something that's important to you, then you should definitely say it, rather than letting it sit with you and make you bitter. That's why we have out of character communication in the first place: to make the in character actions go as smoothly as possible.

That said, you need to pick and choose your battles. Keep the requests of "well I want the thread to go this way can you change your tag" to times when it is vitally important to you for a thread to go a certain way. Remember, roleplaying is a collaborative hobby, and often you will have to compromise. Trying to get everything to go the way you want will just make you the problematic roleplayer.

There's no real practice this time, because it's hard to go back and practice communication. Just keep this post in mind for future OOC communication. Be more assertive of yourself when making plans for a game or a thread.
learntorp: (Default)
This is a topic near and dear to my heart, because I personally struggled with it for at least the first year I spent on LJRP, if not longer. I will say it upfront: it's hard to write a post that gets lots of responses. Even with practice it can still be hard to do, mostly because so many different factors go into what makes a post successful. Some of these factors are things I can't help you with, such as the popularity of your character or how active other players are when you make your post. But there is one thing I can advise you on, and that is the content of your post itself.

The first thing you need to know is that a great post always has a hook. It's usually near the end of the post, and it is the thing about your post that catches everyone's attention. A good way to imagine a hook is as the eye-catching detail that nobody can ignore. It could be something as simple as bumping into a person (which is hard to ignore because it's a physical action against their character) or as complicated as riding down the street in a flaming rowboat that is being pulled by two polar bears (which is hard to ignore for obvious reasons). But regardless of how flashy that action is, it has to be a direct action that other players can easily respond to.

Before I continue, I would like to take a moment here to talk about the difference between passive roleplaying and active roleplaying. Passive roleplaying is when a player makes most of their posts as responses to what another player is doing, whereas active roleplaying is where a player has most of their responses being direct actions, usually done in response to a passive player's responses. A perfect example of this is the all-too-familiar "reading in the library" post: the character reading the book is being passive, while the character who walks up and starts the conversation is being active.

Ideally, when you're roleplaying a thread, no one character should be entirely active or entirely passive for the whole thread. Each character should be doing some of the actions, and they should also be responding to what the other character does. The reason for this is that active roleplaying takes a lot more effort than passive roleplaying, and it is really easy to get tired of a thread if you are constantly responsible for moving the action along.

Coming back to the original topic at hand, the reason most posts fail is that they were written to be passive roleplaying, which puts all of the effort of the thread onto whoever is tagging into the thread. The fact of the matter is, when you are making a post, you have to put the effort into that post. Passive starting posts are very easy to make, so they are a dime a dozen. Why should any character tag your specific "sitting in a library" post when there are five other "sitting in a library" posts right there alongside yours?

To sum it up, for your posts to get lots of responses, you need to have your characters commit some kind of action that other characters can easily respond to. Instead of sitting in the library and reading a book, have your character knock over a bookshelf while trying to get a book to read. Or have them be chased out of the library for being too loud. Or have them approach everyone else and say "hey, what are you reading?"

Practice:

For practice, go to the main community for the game you are in and look at the last page or so of posts. Look for posts that have significantly more replies than others. Did that post have a good hook? What made that post interesting to respond to? Obviously other factors may affect this, but try to look for examples of active roleplaying versus passive roleplaying.
learntorp: (Default)
I am going to start this post off with one important thing all of you should be doing already, and if you are not then you need to start doing it immediately: check the spelling in everything you write!

I cannot emphasize this point enough. Everyone makes mistakes when they type, and spellcheck will catch 90% of those errors. If your app, your post, or even your comments are riddled with spelling errors, it can be difficult to read. In fact, some games look at spelling when they make decisions on apps! You are only doing yourself a disservice by not using some kind of spellcheck program.

However, spellcheck will not always catch every error you make. Spellcheck only catches errors that do not spell any word correctly. If you typo a word, but it is actually an entirely different word, spellcheck will not make those red squiggly lines below it.

Here is a rather humorous example I saw once.

"So, that's what you're after," she said, running her finger up his shit suggestively, "Well, I think I can arrange that."


Now, it's plainly obvious that the person meant to write "shirt" instead of "shit". But shit still is a word, so spellcheck didn't make any indication that something was wrong with that response. The end result gave some interesting mental pictures, to say the least.

Another problem with spellcheck is that it is easy to ignore the lines if you're used to seeing them a lot. If you have a name or a proper noun that you type a lot, but it is not in the spell-check dictionary, you tend to expect to see the error markings on that name. Because of that, when you actually do misspell that word, you don't even realize it and you don't try to correct it because hey, that word is always underlined! I tend to play characters from video games, and I can't even tell you the number of times that has happened to me with their names.

EDIT (August 25th): A perfect example of this has just been brought to my attention. In my very first post on this tumblr, I misspelled roleplay as 'romeplay'. I didn't even notice this until someone sent me a message about it, since hey, roleplaying gets underlined every time I type it here! So even I make mistakes like that, it's something everyone has to keep an eye out for.

Now I'm not saying that you shouldn't use spellcheck at all. Spellcheck is a good tool that will catch a good number of errors that you would otherwise overlook. If you're not already using it, I definitely recommend that you start doing so. But you also need to be aware of the errors spell check will not catch.

An easy way to avoid this problem is to modify the spellchecker dictionary to suit your needs. You can add or take away any words you want, so I do that to accommodate any trends in my own typing I notice. The spellcheck on my computer has the names of all of my characters added to it, as well as my own (let me tell you, it is embarrassing as hell to misspell your own damn name) and any other terminology that is mentioned a lot in canon. I also have the words 'angle', 'county', and 'toll' removed from my spellchecker, since I type the words angel, country, and troll a lot. I wouldn't recommend doing this a lot, though, because at some point you really are going to have to talk about angles and then you'll wonder if you're spelling the word right or not. Keep it to words you mistype a lot.

This method is a good start, but keep in mind that it won't fix every instance of spellcheck messing up your tags. Proofreading is always your friend, especially on apps. Little errors on posts or tags can be overlooked, since not everyone is going to catch everything and it can be hilarious to tell your friends about their typos, but apps are supposed to be polished, pristine, and free of those kinds of errors. Don't rely only on spellcheck, use your own judgement as well.

For practice, go play this game: The Grading Game Some errors will be obvious, others will not.
learntorp: (Default)
When I made this blog, applications were one of the main topics I wanted to talk about. Applications are something a lot of roleplayers struggle with, and yet it's one of the very few parts of roleplaying that you can't really get rid of. A lot of it boils down to patience and not really understanding the true purpose of an application, so I wanted to clear that up.

Before I get the to the subject at hand, I want to take a moment to remind everyone that this blog is full of my personal opinions. These are what I look for when I roleplay and mod. I do not speak for all players or mods, and it is entirely possible that your particular mods will want something entirely different from you. As with everything I say, use this post as more of a guideline than a set of rules.

To start with, you need to remember that an application is vital to playing in a game for one simple reason: it helps the mods understand your character. You need to go into this assuming that the mods are canon-blind (IE they don't know anything about your canon and everything you say is the only thing they know about it) and that you have to spell out all the important parts of both the canon and the character for them. Use your judgement for what is and isn't needed, but it's a good idea to err on the side of caution with an application. An application is literally you telling the mods "I would be good at roleplaying this character, and these are the reasons why." Take your time, and make your app shine.

Moving on to the app itself, there are a few general things that fit into most of the sections of an application. The biggest one is how well the app fits together. Make sure your sample touches on what is mentioned in your personality. Make sure to mention how your character's strengths and weaknesses affect their personality. Most importantly, if any changes have to be made for the game (IE aging up, being stuck somewhere for a set amount of time, power limitations, etc.), come out and say how they affect your character's personality, and show those changes in the sample. Go ahead and list power restrictions in the strengths and weaknesses section. These are just some examples, but you get the idea. The more your app agrees with itself, the better it looks, and the more likely it is to be accepted.

Another point I can't stress enough is to read the game information. Read it, and keep it open in tabs while you write your app. No two games are the same, and faqs will often address questions you have while writing an app. I remember once I had an app sent back for revisions because I forgot to mention one important detail in the sample. It was a very silly mistake, and if I had kept the faq open and double-checked my app I would have caught it.

Now, let's get into the individual sections.

Basic information:

This includes things like player information and character information. This is usually a small block of a few questions that can be answered in a few words each. I highly doubt any of you need help with this part, but here's a couple small things that really help. If your canon has multiple names, either list them all or go with the one the canon is known the best by. It needs to be something I can google to find more information on. If it's a series, list the general name of the series, or the name of the first book/movie/whatever in the series.

History:

In the game I mod at, we only ask for a history link. Truthfully, I only skim this part most of the time. The only time I really do in-depth reading is when it's a canon without a resource to link to (a really small fandom with no wiki page, OC apps, etc.) or when I have questions about the canon itself that the other sections don't answer. Your goal should be to fill out the other sections thoroughly enough that I shouldn't have to read this section.

If you do have to write out your history section, try to limit the history information to things directly related to your character. This section isn't as important as others, so keep it to things that are absolutely needed for your character. General world information is good if it's important to your character. Also, filling it out in chronological order helps.

Personality:

Do NOT skimp on this section. This is one of the two I judge the most, and a decently-written personality section can be the different between an acceptance and a revision request. Calling back to my previous post, make this section as long as necessary to convey the important parts of your character. Too long, and it's hard to get through. Too short, and it's hard to tell if you have a grasp on your character.

Also, when writing the personality section, be sure to show, not tell. I've had many players write out a comprehensive guide of what happened to their character, stopping every so often to say "this shows that my character is [insert trait here]." This is a very messy way to write it, and I will usually ask for a revision if a player writes an app this way. Instead of writing this section chronologically, group it so that each paragraph covers a different part of the character's personality. Say "My character is [insert trait here]. He shows this in canon by [inset examples here]." Remember that the focus is on who the character is, not what they have done in canon.

Powers/strengths/weaknesses:

This section is pretty easy to do. I can count on one hand the number of apps I have rejected based on this section. In general, just remember to write this part out in paragraphs, not as a list. Be thorough when listing powers, and give explanations of what those powers do.

For weaknesses, be sure to include real weaknesses, not strengths-disguised-as-weaknesses. A good baseline is if the weakness is likely to be exploited within the game, mention it. If not, then it's not really a weakness worth mentioning. A perfect example of this is "My character trusts everyone so he is easily taken advantage of." It sounds like a weakness, sure, but in reality it will probably not be exploited in most RPs. Even though your character is trusting to a fault, he or she will likely have other people watching out for their best interests, so exploiting their tendency to trust everyone is hard to do. Likewise, something like "he is a really bad driver" for a game with no cars is not a good weakness to list, since it will never come up.

Sample:

Now, my game only requires one prose sample, but I know other games require a network sample too. Regardless of how many samples you have to write, keep this golden rule in mind: display the traits you described in the personality section. If your character is a very charitable person, write a sample showing how they helped other people. If your character likes to laugh at the pain of others, show that. If they're sarcastic, show that.

Now, obviously you won't be able to cover everything you list in the personality section. It's very rare for a sample to be able to touch on all the emotions of one person in one moment. Just try to focus on the most important and most readily visible traits you can. Remember that the people who are reading your app will probably be canon-blind, so they are really relying on the personality section to get a feel for the character. If your sample directly contradicts what is in the personality section, it will be rejected. This goes doubly so for OCs, since we don't have any canon to check if we are unsure.

One of the best apps I ever read was for an energetic, sporty girl whose sample was entirely focused on trying to get the NPCs of the game to do morning exercises. It did an amazing job of showing how energetic she was and how she just rolled with the punches, which were both things the apper had mentioned in the personality section. Even better, the apper had used information from the setting of the game in her sample, which showed us that she had done her homework and read all the game info before apping. While that is in no way required in most games, it certainly makes you look like you know what you are doing.

Other sections:

Some games require things that I've never seen before, so this is a catch-all section for everything I haven't covered yet. Whatever the game might ask of you, try to look at examples of apps if you can and fill out those sections how the mods want you to. Ultimately the app is meant to make them feel satisfied that you know what you're doing, so just go with what they want. Most apps will directly state what they want, and if you have questions you can always go ask the mods too.

Post-app-writing:

When you have finished writing your app, and everything is filled in, you need to go back and re-read everything you've written. Make sure the sections all agree with each other. Spell-check and grammar-check your app. I'm going to do another post about this later, so I'll be brief here, but I can say that I have rejected apps for being impossible to read. Check your homonyms, check for words that are misspelled into other words (so you don't end up writing an app about the angle Castiel, for example) make sure you don't have sentence fragments or grammar issues that make your app hard to read, and so forth. Take your time to polish and app and make it something you are proud of. And if you're not sure of you can catch your own mistakes, or if you have an issue that makes it difficult to do so, ask around for someone to give it a once-over for you and help you with that part.

This is an especially important step to me, because it shows how much dedication you have to both your character and roleplaying as a craft. It takes time and effort to write an app, and if you're willing to take your time to make it impeccable then that shows me that you have the patience to do something right the first time. Turning in an app full of spelling errors, tense changes, and confusing sentences just tells me you're not willing to put in the effort, which doesn't convince me that you'll do well in my game.

Just be smart about your app. Read the resources offered to you, and ask questions if you're not sure. Take your time, and you'll do fine.

Practice:

For practice today, go read the application faq and general faq for whatever game you're in. Re-familiarize yourself with information you might not have read since you apped in the first time. Now go look at one of your apps and see how well your application followed those guidelines.
learntorp: (Default)
See those words in the title there? You will be hearing them a lot on this blog. In all my years of roleplaying, I've found that most problems relate back to one single idea: "Quantity is not Quality." Not all problematic behaviors relate back to it, but enough of them do that it's worth making the first post in this blog about the general idea of quantity versus quality.

Don't get me wrong, there's absolutely nothing wrong with writing a lot. In fact, you pretty much do need to write a lot in order to make any noticeable improvements in your writing. But the mistake many roleplayers make is in assuming that just because they can write a lot means they can write well. Believe me when I say this is not the case.

I will be the first to admit that I absolutely love writing prose tags. Action tags are okay, but I'll take prose whenever I can get it. Perhaps that is why I can immediately tell when someone is suffering from Windbag-itis. You should be able to recognize it right away: long, flowery paragraphs about tiny little details which are difficult to read through even once. It shouldn't take you five paragraphs to describe how bored your character is, and you shouldn't write five hundred words on how your character has nestled himself into a corner of the library to read.

This idea works in reverse as well: you shouldn't cut a tag so short that you're not writing down what needs to be said. As much as I complain about long, hard-to-read tags, short ones can be a pain as well if they're not engaging. The main idea behind "Quantity is not Quality" is that the length of a piece of writing doesn't determine how good it is. It's the message itself and how coherently it is expressed that makes a piece of writing excellent. It doesn't matter how long or short something is as long as it is meaningful and fully expresses what needs to be said.

Here, take a look at these two examples. Both are describing the same situation, but one is more focused on the message it is trying to get across.

Adam couldn't help but stare. Brent was up to his usual antics again, it seemed. Really, he shouldn't have been surprised, Brent had been a class clown ever since they had met ten years ago. It was practically his trademark to do ridiculous things, no matter how many times he got in trouble for it. Nevermind that everyone could see them, and that they were probably wondering just what the hell Brent was doing. If there was ridiculousness to be had, Brent had to be at the center of it, and this was no exception. Adam was so beside himself that he couldn't even think of a response to such a ridiculous question. So, with an irritated sigh, he just said, "I give up."


Now compare that to this:

Adam couldn't believe what he was seeing. Had Brent really said that? What in the world was he thinking, asking something like that where everyone and their mother could hear? Adam had hoped Brent would have learned something from all the trouble his pranks had brought him over the years, but apparently not. So, with an irritated sigh, he just said, "I give up."


Notice how much tighter the second sample is? This is because the excess introspection has been cut out. We don't need to know how long Adam and Brent have been friends, nor how Brent had been a practical joker for all that time, and we definitely don't need the repetition about how Brent has to be at the center of a joke. The first two things we should already know, especially if Adam and Brent are canonmates, so they don't need to be constantly repeated. The last part is just a short example of how much repetition can be found in paragraphs and paragraphs of writing. When you're more worried about how much you're writing, you forget to make sure that what you're writing is worth reading.

Now I'm not saying that everyone should go to the opposite extreme and write painfully short prose tags, that just creates an entirely different problem. But what you need to do is to say what needs to be said, and leave it at that. It's okay if your tag isn't over two-hundred words or whatever arbitrary guideline is set, as long as you're getting the idea across and you feel satisfied with what you're writing. And if you're worried about a tag being too long? Then go back and re-read it, and edit out parts that are unnecessary. Worried it's too short? Re-read it and see if you have included everything you want in it, and if not then add what is missing. If you're more focused on getting the message across, rather than on taking five paragraphs to do so, the quality of your writing will only improve.

For the end of each post, I'm going to try to come up with some kind of exercise you can do to practice the idea I talk about each week. It's not mandatory by any means, and usually they're just things I've tried in the past to improve myself. This week, I want you to go back and look at one of your tags that you weren't really feeling the mojo for when you wrote it. Read through it, and try to find places you could improve on it. Are there things you could cut out? Are there ways to re-word it to make it sound better? Perhaps you didn't get the idea across well the first time, and you could stand to add more to it? Just remember, Quantity is not Quality. You should be focused on what you're saying, not how many (or few) words you say it in.
learntorp: (Default)
1: What kind of experience do you have with roleplaying?

Well, I started off with tabletop gaming when I was twelve, and I played that through my college years. About ten years ago I picked up message board RPing, and five years ago I moved to LJRP. I've been in five different games, and I became a mod in the most recent one about a year ago. Last January I migrated to Dreamwidth along with the rest of my game, and I have been consistently on Dreamwidth since then. overall, that's nearly fifteen years of roleplaying across three different styles of roleplay.

2: So what are you going to discuss?

I'm going to assume most of my readers know the basics of roleplaying, so I'm going to skip over the simple things, like how to make a character, how to find a game, and so forth. I'm going to focus mainly on way to improve your skill at roleplaying. I will focus mainly on DWRP and tabletop, since those are the methods I know best, but occasionally I will include things from other styles of roleplay I have tried.

3: I have an idea for something you could write about.

Great! I'm always open to suggestions. Just leave me a note on this post here, and I will either work it into an upcoming post or make a post specifically about it.

4: Are you really going to update once a week?

Unfortunately, I am very busy with both work and modding my game, so I can only do one post a week right now. If things change I might do it more often, but for now just come looking for a post every Friday. I can't guarantee a time, but look for it sometime between 9 and 11 pm EST.

5: How do you decide what to post every week?

It goes mainly off of my own experiences, though if anything big has happened recently as far as roleplaying goes then I will focus on that.

6: What is your personal tumblr/email/the game you run?

Sorry, but I'm not giving out that information at this time. Since I am a mod, there are things I wouldn't be able to discuss if my identity was known. You'll have to survive without knowing who I am.

7: I want to submit posts for this tumblr.

That's very sweet of you! If I get busy and find it hard to do one post a week, I will look into getting a second person to do posts with me, but for now I'll be doing all the posts on this tumblr.

8: I have something to say to you that won't fit in the ask box.

Feel free to email me at learntorp at gmail dot com. I'll be checking that email regularly, so I will get your message.

9: This didn't answer my questions.

Go ahead and ask a question here, and I will answer it for you. Anonymous commenting is on, and I turned IP logging off.

Profile

learntorp: (Default)
learntorp

October 2012

S M T W T F S
 123456
7891011 1213
14151617181920
21222324252627
28293031   

Syndicate

RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags