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Role Playing

Author - 

Valentrus

GemStone III is, above all else, a role-playing game. The whole point is to create a detailed personality, and make the events in the world around seem like they are taken directly from the pages of a truly expansive fantasy novel. Of course, there are many notions of what does, and what does not constitute good role-playing. The following are my opinions on the subject, laid out to help any who are uncertain as to where to begin, and to perhaps correct mistakes made by those who have not yet realized that what they are doing is wrong.

Disclaimer: Before I delve into this subject, it is only correct to let it be known that I am what would be considered a purist when it comes to role-playing. In other words, the guidelines I provide will be very strict, and with any luck, will help to create a very deep, life-like personality.

1- Necessary Background Information

Read Simutronics' History of Elanthia including the appendix on the gods, and that on the giantkin. Both of these are available from the GemStone III website. I cannot emphasize this point enough. In order to interact effectively in a fantasy setting, you must understand the world's views, legends, myths, and past. Often while reading these, you will find one significant event that you may wish to incorporate into your character's history, and if not, you will learn the way things happen in Elanthia, providing you with the means to write a believable story. You may also wish to read all the stories in my history section, as they may very likely give you a good idea or two as well.

2- Character History

Does he come from a long line of giantman chieftains, or is he of unknown sylvan parentage? Clearly, when doing this, apply simple logic. It is hardly believable that an elven character is the biological son of dwarves. Adoption by other races, however, can provide a nice outline, but classic racial prejudices must be taken into account. A Faendryl raised in Ta'Vaalor would hardly have a normal childhood.

It is actually quite helpful to write out a story and see how a character develops from there. Please write a history that meshes with the official one. Do not create your own fantastical world, as Simu was kind enough to do so for you.

3- Character Personality

A character's personality is the most prevalent display of who he is. No one tells every stranger they see their entire life story, so a character's personality is the best representation of it. It does not make sense for a powerful sorcerer attempting to appear frightening to repeatedly hug and smooch everyone. Confine yourself to a basic set of verbs that are fitting to your character, and avoid using those that are not.

Your character's reactions should change slightly, or even completely, with his emotions, surroundings, and company. When frustrated, does he lapse into his native tongue and mutter about the idiots surrounding him? Asking yourself questions of that type will help you to create a very detailed persona. The best guideline, though, is to give your character a personality that can easily be associated with his background story.

4- Race and Profession

These two aspects should be quite clearly in accordance with the character's history, and should not delve into the bizarre. Naturally, If your history describes you as a Faendryl who learned magic from birth, you would not become a halfling warrior.

You are given the choice of giantman, human, dwarf, halfling, elf, half-elf, dark elf, or sylvankind. Please accept one of these and do not have your dwarf claim to be a cat, a bird, or any other animal that has gained the ability to act as a person.

5- Character Name

I suppose the best way to convey the message is to put this as bluntly as possible. Pick a name that IS a name, and not a phrase strewn together such as Warriorman OrcKiller. In real life, you would instantly have little respect for someone named in that fashion, and even less for the cruel parents that chose it. This world should be no different in that aspect. Some might say that one can write a story explaining these names, but no amount of writing can justify why a character should be named Darkness BladeSwinger.

It is my personal opinion that those writing stories to justify this are doing a great disservice to themselves, as their character history, the most motivating force behind their character, is nothing more than an explanation for their name.

6- Interacting with Others

The more basic aspects of this are explained under question four. However, it is important to understand the more advanced concepts. It is difficult to make a set of rules for this, so I will give examples of good interaction, along with explanations:

Example 1- This involves a character acting in a fashion appropriate to his history, thus displaying a life-like trait in his personality.

-Elf whose parents were slain in a war with dwarves, and has built up resentment towards all of their kind is sitting in a room.

-A drunken dwarf of the same clan as those who killed the elf's parents walks in, and offers to buy him a drink.

-Elf gives a look of disgust, and walks out.

Example 2- This involves two characters whose races, according to the given histories, are quite friendly towards one another.

-Dwarven warrior walks into a room with a giantman warrior in it.

-Giantman greets the dwarf and they introduce themselves.

-Both banter back and forth with each other about their clans, recent happenings, and such.

Naturally, when there are good examples, the bad are not far behind:

Example 1- This personal annoyance of mine will hopefully not last much longer.

-A giantman, whose player wants him to be seen as a fierce warrior, walks into Town Square Southwest.

-The giantman asks, "Would a nice wizzie pwease give me some spellies so I can hunt hillies?" Notice how he has successfully made everyone believe he has suffered a massive blow to the head.

-The giantman sees a friend and asks for "huggles" and "smoochies," then proceeds to use actions over the amulet by having everyone see him thinking ::Giantman picks up little dwarf and throws him across the city.:: Now he has only reinforced the belief of his head trauma with what is not only glaringly out of character, but completely ridiculous and improbable. This is far from role-playing by any means.

Example 2- This, given the histories, makes little sense.

-Elf descended from the survivors of Ta'Ashrim, knowing full well what happened to his city, exclaims to everyone how much he loves the kind dark elves he has met.

7- Separation of the Character from the Player

This can sometimes prove a challenge for the most experienced role-players. A character is not a player, and a player is not a character, even though their personalities may be similar. To make myself more clear, the knowledge a player has of the game (secret histories of other characters, foul intentions of certain groups, etc.) is different from the knowledge a character has.

If a group of dark elves charismatically approach your character, telling him the great things their organization has done, the character, unless played as very knowledgeable, cynical, or perceptive, would probably not realize that they are actually brigands who wish to lead him into the forest to rob him. The player might know all along, but he must play the character as not sharing in that fact, unless circumstances, such as a victim confiding in him, demand that he knows it as well.

8- Terms to Avoid

Basically, this is a statement that you will hear echoed by many. The terms AS, DS, TD, CS, all the other expressions like that, what they stand for, the numerical values that represent them, and the rolls involved in these statements should not fit into your character's vocabulary. These terms are incredibly out of character, and should never be spoken by your character. Your character has no idea of their existence. These are solely for the benefit of the player, and nothing more.

9- Refining Your Role-Play

Now, of all subjects, this is by far the most difficult. No matter what anyone tells you, absolutely everyone in the game is always learning how to role-play more effectively, and even though I write this guide, I strongly believe that I am included. You are expected to make mistakes. Trust me when I say that as long as you try, those around you will appreciate it. However, if you would like to avoid some of the mistakes that many tend to make, I'll outline a few of them:

-Using the ACT verb to state your current thoughts.

For example, if you used the command for something like this...

(Valentrus thinks he should be a king.)

Basically, that use is incorrect, as it is doubtful that many around you know exactly what you think of a situation without telling them. You could try changing it to something like this...

(Valentrus looks longingly at the ornate throne.)

-Using the ACT verb for actions that require an action or reaction from others.

For example, if you used it for something like this...

(Valentrus shows his sword to you in a threatening manner, then laughs as you beg him for mercy.)

or...

(Valentrus pushes you, and you fall on your face!)

I can only say that this usage needs to be avoided. The fun in this game requires a character to create their own reactions to events around them. Very few find it enjoyable to have their characters bumbling about at your whim. These two could be changed to...

(Valentrus displays his blade to you in a threatening manner.)

To be followed by an action or statement from the other character involved.

or...

(Valentrus pushes you rather rudely in an attempt to throw you off your feet!)

The other character should respond accordingly.

-Overdoing it. Now, like I have said, most of these show that the characters involved are at least making an attempt to role-play. This, most likely, shows it more than others under certain situations, yet, it is still a mistake that should be avoided whenever possible. There are many examples I can give for this...

Taking the spotlight- I cannot even begin to count how often characters have been involved in quite a nice little scenario (official and unofficial) only to have someone else come in and overplay everything to such an extent that it becomes evident they only wish to win a role-play award. Meanwhile, they have disrupted whatever was building, and anything that could have happened, most likely won't.

Ascribing every action you take to some aspect of your past- Basically, if you don't like muffins, you can have that distaste just because that's how you are, and not because someone who wronged your family years ago liked them. Not everything has to be related to your character's past. This is far from disruptive, and does show that someone desires to role-play. It is a minor mistake, and can be overlooked in many cases.

Soliloquies- While longwinded speeches on philosophy may be appropriate to some characters, it does become odd to see them as often as one does. Honestly, there are very few people in real life that you would expect to go into a tangent on life to perfect strangers just because they tried a type of food they did not care for. Like the previous example, this is very minor, and may actually fit certain characters.

Being far too trusting- This is similar to the previous example, in that it may fit certain characters. I began to touch on this in section three, when I said that no one tells everyone they meet their life story. This should not be the case in Elanthia, either, especially since some stories are quite capable of making rather powerful enemies.

10- The Little Things

I suppose this may sound odd to some, but the little things that you do are far more important than the big. It is much better to always perform tiny actions, or play out certain quirks than to conduct a massive ritual, or give a lengthy speech. I would praise a character much more for scowling, when no one is around, upon finding little treasure on a creature, than for holding a gargantuan prayer service with many watching.

11- Entertainment

Of all the steps, pointers, directions, and pieces of advice in this guide, this is the MOST important of them all. The true appeal of the game relies on the fact that the players entertain each other, rather than themselves. Certainly, you can play the perfect Faendryl, or the perfect acolyte of Luukos, but unless these characters are entertaining, nothing has actually been accomplished. A character who is fun to be around for others players (not necessarily other characters) is what all should struggle to achieve.

A boring persona who sits and drones on constantly about his history is not going to be considered someone to seek out for interaction. However, a sociable, entertaining one who only reveals aspects of who they are gradually, at various intervals, or a mysterious dweller of the shadows who keeps everything suspenseful and interesting, is definitely the type to laud.

That's my basic guide to successfully role-playing a character in GemStone III. I hope that if you came here for advice, I managed to answer any questions you had.

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