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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.
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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.
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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.

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learntorp

October 2012

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