| Alliance of the Mystic Castles Newbie Help Page This page is dedicated to helping newbies become familiar with the rules of role playing. Many of the assumed role playing rules are not written down anywhere, they are just assumed to be true. This page will try, in all ability, to explain and define some of the rules. They will be scattered through the page, but it is hoped people will actually read the page instead of picking out what they want. Though some may not agree with the view point these rules are explained from, this has been written to help people who are just starting with role playing, not to change of all role playing forever. |
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Understand
Role Playing
'Why do you role play?' is often a question heard
by experienced players coming from people who have never played before.
The answer is varied, but it is often on the lines of 'Because it
is enjoyable'. Role playing is, above all, a game and it should be
an enjoyable experience for all players. To those who are completely
new to role playing, this page will hopefully help you understand the reasoning
of what RPers are doing and why. To the rest, it will hopefully make
your RPing experience more enjoyable.
Another question often heard is 'What is role playing?'
Role playing is exactly what it says it is; It is a role you play,
other than your own. There are many games (table top, computer, video,
ect.) which involve role playing. You control the main character and
are sent on various adventures or quests in order to complete some basic
point to the game. However, in this RP, it is far more complicated
than a simple quest to find a sword. It's more like writing a book
with some several thousand other writers at the same time and there is no
sure ending or middle or plot to the book. On top of that, each writer
has a main character and no one is really sure what the point of all of this
is, except to have fun.
Getting
Started
Now that you are obvious interested, or you would
have stopped reading, this page will help you to create and role with your
character. To get started, the first step is to create a character.
Unlike a video game or a book, you are not going to be handed a main character,
you have to create it.
Your character can be just about anything, though
all powerful, all knowing, or god like characters are generally frowned
upon by the mass of role players. Just as you do, your character
should have faults or weaknesses that make them unique and interesting.
It is far more fun to work with a character that has a dread fear of spiders
rather than someone who fears nothing.
Also remember that most characters are set in medieval
times (the land is called RhyDin, more on that later), so things like spaceships
and laser weapons aren't likely to be found. Though, if you go to
the right area, you will find them. Be open minded to this. Do
not assume someone is a bad role player because their character is from
the future or is carrying a gun. Play with them first, then decide.
During your role playing sessions, your character
will probably get into life and death situations at some point. Just
remember that you are not in one. Allow for new things, but also
don't forget that there are people who will not respect the rights you
have over your character, no matter what. The most important of these
rights is only you can consent in the death of your character. As
selfish as this sounds, this rule was made by role players to protect their
character from moders (people who cheat to get their way) and those who would
just kill their character for no reason. Remember, you may not kill
other characters without the permission of the mun. Do not abuse this
power. It was created to stop abuse, but it can become a two sided
sword quickly enough.
Below is everything that you will need to get your
character started. Your imagination will help you build it.
A. Character Race
Regardless of what you are, your character can be
male, female, it, or anything else your mind can come up with. It
is suggested, though, that people who are new to role playing start off
with a character that is similar to themselves and of a common race like
human, elf, halfling, gnome, just to name a few of the medieval fantasy
races. Those people who have experience with role playing in general
(like D&D or other dice based games), but not with chat based experience
might try either the common races or even other races that are slightly
harder to play like gargoyle, vampire, half dragons, pixies, and so on
like that. For experienced role players who have played chat based
role playing before, just about anything goes. You might even want
to try to create your own race
For any of these levels of experience, though, one
of the major don'ts of gaming is not to 'borrow' characters from books, movies,
or that others have created in the past. You may get ideas from these
places, but try to keep your character original.
Another pointer is to only create one character per
screen name so that people do not get confused. Even the most experienced
of role players have a tough time with character crosses under one screen
name. It can get very confusing very quickly if you do not have
experience in it.
B. Character Name and Class
Once you have your character's race, you will need
a name and a class for this character. Try to keep the name simple,
so that others can remember it easily. Your screen name may also be
your character name, but remember when you are role playing that your character
cannot see other people's screen names. The name of your character
can be anything you want it to be, there is no limit on names (expect for
words which AOL would not allow).
Character classes are the character's job or even
former job. Do they sneak around in the shadows stealing things from
others pockets? Or where they once a knight to a grand kingdom that
was destroyed by a dragon? The possibility of 'jobs' is endless in
role play. If you are unsure of what to start out as, try a fighter.
These tend to be the easiest because it is easy, for most, to fall into
the role of hack and slash. Others might try for a wizard.
Deadly in distance combat, but venerable if they are caught by surprise,
these kinds of characters rely more on brains than brawn to get out of
a fight. Another class is that of the cleric. These are the
people that heal others, when they are of good aliment. Evil aligned
clerics often place curses on characters (or other unthinkingable things)
while a cleric of a good aliment lifts the curse. The last of the
main classes is the rogue, also known as a thief or assassin. These
are the people that sneak around in the shadows. They tend to be quick
and quite, rather than strong like a warrior. They excel at planned
attacks rather than the warrior's way of hack and slash.
Remember, these are generalizations of the major
classes. Your character can be anything, even a combination of these
classes to from a totally new classes. Some examples of other kinds
of classes are: Ninja, aristocrat, farmer, ranger, druid, witch, drunkard,
demon hunter, and so on in that fashion. Remember, this is the place
of the imagination, nothing limits you in what your character does for
a living, if anything.
C. Character Personalities
Character personalities can sometimes be a little
harder to come up with. Most beginners tend to either use their
own personally as a starting point and then build from there. Others
just make a character and start role playing, letting the character develop
his/her own personally as time passes. A helpful way to start with
personalities is to pick the aliments of your character.
Aliment is what set of laws (or no laws) that you
character follows. If they are good, evil, or somewhere in the gray center
called neutral. This is a list of common aliments, in order from most
good to most evil: Lawful Good, Chaotic Good, Neutral Good, True Neutral,
Chaotic Neutral, Neutral Evil, Lawful Evil, and Chaotic Evil.
Lawful characters are characters that will follow
the laws that are put before them by their leaders. Lawful characters
can lead and create laws of their own, but they often do it such a way that
everything will balance out. Lawful evil characters tend to make
this balance toward themselves while lawful good characters make it toward
others. Chaotic characters are those characters who care nothing about
the law and tend to believe in free will. While a chaotic good character
will tend to forget about laws, they often work toward good causes.
Chaotic evil characters are the pure opposite. They will do anything
that benefit themselves and only themselves. Chaotic Neutral characters
are the most unpredictable characters of all aliments and are often insane
to one extent or another. In fact, the only thing that can be expected
from this kind of a character is the unexpected. True neutral characters
are just that, neutral. The believe in the balance between good and
evil, chaos and law. They tend to follow the law, but will break if
they must. This kind of character tends to be the common alignment
of most leaders, as beings from all alignments may follow them.
Remember, these are just ideas to help you get your
character started. You don't have to pick an aliment for your character
right away, in fact, the chances are pretty good that your character will
fall into one of the aliments listed above at some point.
D. Character History
A character's history doesn't have to be found right
away, though it is helpful if you come up with where they where or how they
where born and what they are doing in the realm they are in now. On
AOL, there are many realms, but AotMC (Alliance of the
Mystic Castles) works out of RhyDin mostly. RhyDin is short of Red Dragon
Inn and was the realm, or world, formed by AOL when it started. AotMC can
support other realms, as the rules do not restrict what realm the character
is in. Still, it is suggest that you get a feel for the realm you
are in before your character plunges into a long story about how they were
born in RhyDin and belonged to a castle that never existed in RhyDin.
This is a limit on the imagination and it is for good
reason. It is hard to talk about a world wide war in RhyDin that
never happened, because your character would be the only one that knows
about it. When coming up with the history of a character, many people
just let it develop on it's own. Some make up short histories on how their
character got to the realm they are in now. Try to stay consistent
with your character's history. Don't change facts suddenly just because
it suits you at that moment. Also, try to let this history develop.
As your character's personality develops, so will his/her history.
Along with friends, you will make enemies role playing. That is what
role playing is all about, so don't become disgruntled if everyone can't
be your character's friend or your character's enemy.
How to
Role Play
Now that you have created your character, given him/her/it a name and
personality, and maybe even outfitted this character with a weapon and maybe
some simple supplies, a bit of gold, and anything this character might
need. For example, a wizard will need a spell book and a knight might
have a faithful steed. Remember that your character need to learn
to survive here, they can't just snap their fingers and have anything they
may ever need appear, as often as this is done.
A. Out of Character (OOC) versus
In Character (IC)
This is by far the most widely miss used or misunderstood
terms in all of role playing. Separation between OOC and IC is critical
to role playing. You and your character are two separate people.
Though you know everything your character does, your character does not
know everything you do. Keeping this sort of separation can often
be difficult because while an answer to a problem might be obvious to a
player, it might not be such with a character. Characters need to
learn and grow, but they cannot be taught everything by you.
You, the one at the keyboard, has been given the name
of Mun, short for mundane. Characters do not know that the mun exists
and so should never refer to them. Also, there is some general short
hand and what not that will be needed for OOC separation and IC separation.
OOC separations is designated by 'mun bubbles', which
look something like this; ((Hi, I'm the mun.)) Well, you get the
idea. Talking OOC in a chat needs to be as little as possible. Only
use the bubbles if you wish to tell everyone in the room something important
about the current role playing session that you are in. Other wise,
keep OOC to IM's.
IC is sometimes a little harder. You, the mun,
must try to visualize your character, where they are, and what they are doing.
And then, you have to describe this to others. Often, the setting
that your character is in will be defined by the person that created the
room. Try not to make up things about the room you are in, this is
considered bad role playing. Instead, try to get the owner of the
room to describe a little of the area or have your character go looking
for very specific things. Like if your character rides up to a castle
on a horse, you might try first having your character look for the gates
of the castle, if they are opened or closed, and if there are guards.
Then, you should react to what is told you appropriately.
Other areas, like forests, fields, lakes, and such
outdoors areas often don't have any true owner (sometimes) and things are
made up as needed because it is near impossible to describe every tree in
a forest. Though, when in places like this, have your character look
around and identify where other characters are, like if they are near the
lake on the west bank, on the main trail of the forest, or up in a tree.
This will help you to visualize.
To describe in IC, you will put your actions, not
spoken words, inside of action brackets which look like this; ::steps
into the castle, coming in though the main doors:: . The words spoken by
your character are simply just typed into the room. Remember, this
is not a book (though you are writing), it's a game. Many role players
like a good description of a character, but they do not like a long one.
A good number of them will stop reading it because it is so long.
Your best bet for such description of your character is either in a profile
or on a web page. There is a fine line between too much description
and too little description. Try to find a happy medium for you and
your character. If you do such, chances are that everyone else will
also accept it.
A. Dice
A bar fight is a common sight in role playing.
Things happen, and characters have disagreements, but fighting should be
taken as an opportunity to improve your role playing skills, not to show off.
Even though you might not like the other person much IC (as you are now fighting),
you should NOT take this dislike to OOC. It is a violation of the separation
between mun and character. Try to work with the other mun so that the
fight comes out with both characters taking and giving hits. This
is often a sign of a good role player.
There are two ways to fight. One of them is
called sim, or simulation. The other is with dice that are rolled
with AOL's dice rolling program that is built into the chats. The
easiest way to fight is with dice, but as people's tastes in the way they
role play change, one way or the other will become more favored. Currently,
sim has become the preferred why to fight, while dice are used for spars.
Spars are a friendly fights between characters where
dice are used to make the fight quick and simple. There are other kinds
dice fights (see here for more info), but
sparring is the most common.
Dice must be earned by a character. New characters
will start at 0 level, or Xd20. The X is then replaced by one of
three numbers based on the character's race. Mortal characters will
start at 2d20, character that are half immortal and half mortal will start
out at 3d20, characters that are immortal or considered superpowers will
start at 4d20. Some forums will have other systems, but this system
is based upon the original rules of RhyDin. If you are not sure what
dice your character falls into, either ask someone, or change to another
race.
Dice are rolled as such in the chat room: //roll-diceXX-sidesYY
. XX's are replaced by the number of die you wish to roll while the
YY's are replaced by the sides of the dice you wish to roll. So,
a character with 4d20 would type into the chat room; //roll-dice4-sides20.
Remember, this string must be exactly as it is typed or it will not work.
There are other ways to roll dice, if you have problems with dice.
One of them is keyword on AOL: dice. This one is slower than typing
it, but it never fails.
Dice are earned in a number of ways, depicting upon
the guild and forum you are under. Experience points, or XP's, defined
your dice. You might earn 10 or 100 XP's here and there. Over
time, these will add up and allow you to have higher dice. Here is the XP to dice transition for
AotMC.
To fight with dice, you first state who you are attack,
then your attack, where you are hitting, and what weapon you use, be it
your fist or your sword. The order can be mixed around to give variety,
but as soon as the action is typed, then the dice are rolled. The
higher the score, the harder the hit. Any number below a 15 is miss.
See here for dice scoring.
Once your attack as been stated and then your dice
rolled, it is now your opponent's turn. Your opponent will first react
to your hit and then give a hit back to you, rolling their dice. In
a match, the end of the fight is when either you or your opponent is out
of hit points. (see here for more info.)
In a bar fight, on the other hand, there is no set
end. It ends when one character yields to the other. When dice
are used for a bar fight, it is generally the person who has the higher dice
or is rolling better who wins. Finding a bar fight which uses dice
will be a very rare occurrence. As stated before, the preferred way
to fight is with sim.
B. Sim
Dice make seeing a hit in a fight easier than sim.
Sim is suggested for medium level role players, though beginners should
try it to get a fell for it. Sim is much like dice, only you don't
roll any dice. Instead, you must visualize a fight and the describe,
in the best way you can, what your character does without stating too many
things at once. Remember to be descriptive in fighting, it is important
so that others, and yourself, know exactly what is going on.
To block a hit in Sim, you must state the block, in
full detail, before your opponent gets the hit in. Should they get a hit
in before you state the block, then the hit goes though. Do not state
a block as ::blocks the attack:: Try to be descriptive and state how you
are blocking, or if you can block it. Sometimes, you will have to
take a hit. Your character cannot block everything, or hit if for that matter.
Here are several
different versions of sim fighting, with examples. This page will
not go into sim further, as it is listed else where in the forum.
AotMC
Word Bank:
This is a listing of some of the most common short hand used throughout
the AotMC forum page and in role playing itself. Not all words are listed
and so if you are unsure about the meaning of a short hand you see, ask
the person that used it. Chances are that they will tell you what it
means.
(( )) - Used to designate what the mun is saying or doing.
:: :: - Used to designate a character's actions.
AA - Assassination Attempt, where a trained assassin tries to
murder another character of an opposing castle. The assassin must
first overcome all present bodyguards to kill the target.
AFK - Away From Keyboard, indicates that the mun is not at the
keyboard. Normally stated in the double parentheses.
AotMC - Alliance of the Mystic Castles.
BAK - Back At Keyboard, indicates that the mun is now back at
the keyboard. Normally stated in the double parentheses.
BRB - be right back, normal used in the double parentheses stating
that the mun will come back shortly.
DC - Division Commander, is a person who is over a division,
like warriors or assassins, in a guild or castle.
DM - Death Match, a match where the looser either deletes their
profile or there SN. Either way, they loss all rank and worldly
possessions and must start over with a new character.
FB - First Blood, is the first hit in a match. FB's are
only given to the person who starts the match.
GC - Guild Commander or Grand Commander, this person is the
leader and representative of the castle.
GP - Gold Piece, the common currency in RhyDin. Gold will
be needed to buy items in RhyDin.
HM - Honor Match, a very formal and respectable match when honor
is in question.
HP - Hit Points, used to designate either the life of a pet
or to how many points a spar will go to. It is how points a character
has to be hit for total, before they are out.
HS - Honor Strike, is the last hit in the spar. HS's are
rewarded to the person who goes last in any match or spar.
IC - In character, where the character is speaking. IC
actions is indicated by the double colons. Example - ::walks in and
quickly finds a seat::
Init - Short for initial. This is what determines the
order of the players in a match.
MDM - Mass Death Match, is like a MS except all losers will either
delete their profile or SN. Either way, they loss all rank and worldly
possessions and must start over with a new character.
Moder - This is someone who abuses the written and common laws
of role playing for their own purposes. Note that such will not be
tolerated in AotMC.
MS - Mass Spar is a battle the is fought when more than two
characters wish to spar.
Mun - Derived from the word mundane, it means the person who
controls the character, or in simpler terms the person at the keyboard.
The Mun is usually referred to in the third person. For example: "I
have to go, my mun is getting impatient"
MWM - Mass War Match, is a battle between more than two characters
that is fought only during times of war.
Newbie - This is a new person to role playing, or someone that
is unsure of the rules. A hint for newbies that are reading this:
When in doubt, ask, someone will help you.
OOC - Out of Character, where the Mun is speaking indicated
by the double parenthesis ((whatever is in here is spoken by the Mun not
the character))
RhyDin - This is the realm in witch the majority of the characters
live and play even though new realms have sprung up in the last few years.
RhyDinian rooms are located in member chats under Arts and Entertainment.
RM - Release Match, a match where a slave or a slave's friend
tries to win back his/her bondage so s/he might be free.
POW - Prisoner of War is actually a match. It is basically
a slave match, but is only fought during war and the loser is not initialed
to a RM.
RPG - Roll Playing Game. This kind of a game is called
so because you have a group of characters that interact with each other.
These characters live under a certain rule system that designates how
they should conduct themselves in the game. These rules need to
be learned and understood in order for a character to survive.
SiC - Second in Command. S/He is the second in command
of a castle, only the GC tops her/him. This person is there to lead
the castle or make decisions if the GC is not present at the moment.
SL - Story Line, this is the very backbone of role playing
It is a planned role play about a character or a group of characters, often
complete with villains, missions, and an ultimate end that was planned at
the start of the story line. Though role playing tends to revolve
around the story line, it is highly suggested that a mun gains a good deal
of experience before running a complete version of one of these.
SM - Slave Match, the loser of this match will be the winners
slave for a set amount of time, with life being the extreme. As
in all matches, both contestants must agree to the terms mutually before
the match.
SN - Screen Name, this is what the computer knows a character
by and is what will be listed in rosters along with that characters rank,
XP's, and dice.
Spar - Shorthand for sparring. It is a short match where
contestants are battling in a friendly and formal manner, usually for nothing
more than practice.
TA - Theft Attempt, where a trained thief tries to steal an
item from another character.
TiC - Third in Command. S/He is third in command of the
castle and only the GC and SiC top her/him. This person is there
to lead the castle or make decisions if the GC or SiC is not present at
the moment.
WB - Welcome Back, used to great people when they back from
AFK land.
WGP - War Gold Pieces, this is a unique kind of gold that is
only used in AotMC. It is used by guilds/castles to buy siege weapons
and defense, to make promotions within the guild, and other various things
throughout the forum. These are what judge how well a guild or castle
is doing within the forum and will be one of the deciding factors if a
guild needs to be removed from the forum.
WM - War Match is a battle between two character that is fought
during times of war only.
XP - Experience Points, these are what are earned though matches,
recruiting, and other means. These then in turn decide upon your level
and dice.