roleplayers

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  • Storyboard: Operatic soap

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.21.2013

    If you've never watched a soap opera before, you owe it to yourself to do so at some point. I don't just mean a single episode; I mean spending a month or so really following a show, unraveling the plot and character interrelationships, and trying to really get what's going on. Let me tell you, these things are crazy. Silver age comics crazy. And they're dying out, so you want to catch them before they're gone. Despite that, I generally use soap opera as a pejorative term because while the shows might be entertaining, they're not good at character development or drama or nuance or most of what makes RP enjoyable most of the time. They're well-written only insofar as they're written to convince you to watch the next episode, not in the sense that they form any sort of overarching narrative. And while RP can creep into that territory at times, that's generally a problem rather than an acceptable endpoint.

  • Storyboard: Roleplaying hasn't gone anywhere

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.14.2013

    Certain phrases just tend to stick in my craw. For example, the idea that back in the day MMORPGs really supported roleplaying, but now they don't any more. You can't really lose yourself in modern games. You get the idea; I've talked about this before. The calls that roleplaying is dead are quite convincing except for the fact that roleplaying continues and does not appear to be going anywhere. If anything, I'd argue (from anecdotes, so without much scientific merit) that roleplaying populations seem to be expanding, which makes sense, since with more and more people playing games online, more and more of them are going to be totally keen on pretending to be an elf. But I can understand the sentiment because from another perspective it can seem totally on the mark. So I'm going to just go for the simple version and discuss the ways in which things haven't changed all that much after all.

  • The Soapbox: The soft launch scam

    by 
    Mike Foster
    Mike Foster
    06.11.2013

    Back in the golden days of video games, there was no such thing as a soft launch. Nintendo didn't send out test copies of Super Mario World to special "backers," and Sega didn't ship half-finished Sonic games with promises of further content updates. Games, for the most part, were played only after they were finished, printed, packaged, and shipped. Even on PC, beta testing was more of an earned honor exclusive to players that showed dedication to a title and its community. Here in these modern times of Internets and always-ons, however, things are different. It would seem as though developers need only make enough game content to shoot a reasonably convincing trailer before the publishing team can begin collecting money by slapping a "BETA" sticker on the webpage and offering fans early access. Over the last few years soft launches have become increasingly common -- especially for creators of online games. The line between "in testing" and "done" is becoming blurred, and publishers are reaping the benefits while players suffer.

  • Storyboard: For me, it was Tuesday

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.07.2013

    I want to tell you a love story. It's not a happy one. It's about Daniel and Rachel. Rachel loves Daniel. She didn't expect to fall for him, but she did. The problem is that Daniel doesn't love Rachel back. More than that, he can't even conceptualize feeling for Rachel what she feels for him. She acquiesces, acts as a friend, listens to Daniel talk about his true love Samantha. She watches Daniel date Olivia. She gets attacked by Olivia for her affection. She pays attention to the fact that Daniel still talks about Samantha when she's been gone for a year, even though Daniel doesn't mention Rachel at all if she's not around. This is not a happy dynamic for Rachel, but it is certainly dramatic. The problem is that Rachel and Daniel are characters, and Daniel's player is making a point of being aloof and dismissive toward Rachel because that's the whole point. So how do you ignore Rachel without making Rachel's player feel left out of roleplaying?

  • Storyboard: Getting back the spark

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.31.2013

    People occasionally ask me, "How is it that your roleplaying is so exciting?" To which I can only ask, "How is yours so boring?" A lot happens when I roleplay. Relationships start and stop, alliances are made and broken, plots are hatched, crazy schemes are set into motion, and things generally just happen. I've had characters kill other people off permanently, had characters killed off, run through cycles of desecration and redemption. Some scenes have gone better than others, but at the end of the day, I can say that my roleplaying has been full of stuff happening. But I see a lot of people who feel their roleplaying is stagnant. Their groups have dissolved, their stories have been told, there is no more spark there. So today's column is all about getting back into the paint and turning your roleplaying experience from stagnant to dynamic, taking you from a boring set of routines into a series of stunning and enrapturing revelations. In other words, here's some advice to get the spark back in your roleplaying.

  • Storyboard: As stupid does

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.24.2013

    Playing a stupid character is oddly frustrating because it's incredibly difficult to do. This should not be the case. This should, in fact, be the opposite of the case. Playing someone with the mental alacrity of a ball of twine should be much easier than your brilliant wizard. But when you try to play a dumb character, it's easy for that character to wind up slipping into periods of pointless stupidity without acting like any of the nitwits you've actually dealt with over the course of your life. Intelligence is a hard thing to quantify at the best of times, but some of our characters are meant to be just plain slow. I've played a few, and it's always a challenge to make the character feel like a person instead of a caricature. So here are some tips for making your big dummy feel appropriately oafish and endearing instead of just being a strawman.

  • Storyboard: The way it was for three years

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.17.2013

    Roleplaying is the same as it ever was. People are still shoehorning in lore characters into backstories, someone is a sparkly magic vampire, and you can still turn a corner in a tavern to find two people with a decided lack of gear or public shame. (In Second Life, that corner is the one you turn to download the game.) But I've had three years of talking about it, so it's at least a little different than it was. I don't know if I'd go so far as to say it's better. Every year I like to take a look back at the past year, talk about what worked well, what didn't work at all, and what I'd like to do in the future. So it is for this year, complete with a nice big surprise down at the end there. Regular readers may be less surprised, but you can just bear with me.

  • Storyboard: Making villains work

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.10.2013

    A while ago, I talked about the fact that roleplaying in MMOs most closely resembles comic books. This is apropos of the current discussion because both mediums have a fundamental issue with how villains are supposed to work. A good villain should be roundly trounced by the end of a story, but you also want to bring back a villain for more antics later on. So as I begin the follow-up to my recent column on the topic, the question becomes how you can make a villain who's entertaining and satisfying to encounter without becoming boring or making everyone wonder why no one has stabbed him yet. To be fair, there's no way to absolutely fix this problem. Someone will always have the idea that stabbing the villain to death will alleviate the problem, and that assumption is pretty much right. But there are ways to minimize the issue without making everyone seem like a colossal twit or creating the soap opera problem (wherein everyone is a malicious jerk every so often and no one seems to make long-term changes). This week I want to examine how both antagonistic and malicious villains can be played to avoid those pitfalls.

  • Storyboard: Just the artifacts

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.03.2013

    There's something inherently alluring about objects of power. That much is obvious; games are already fairly littered with them, ranging from weapons to vehicles to various items whose powers are invariably decided by needs of the plot. It's inevitable that as a roleplayer you would want to create something of power for your own purposes, something that has a purpose that only you know, hopefully a purpose with more careful thought than "being the most scary thing ever." Items like this are what I'm calling artifacts. In some settings they're actual artifacts; in others they're just exceptionally well-programmed computers or bits of otherwise lost technology or whatever. They're useful for extended roleplaying, they create an additional element of your characters, and they're also really problematic in a variety of ways. Still, the drawbacks aren't significant enough to make them useless, just significant enough that you'll want to use a careful hand when adding in your own hidden wonders.

  • Storyboard: Villainy afoot

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.26.2013

    I really thought this was a topic I had revisited on a few occasions, but apparently the only time Storyboard has discussed villainy was back in the column's infancy when I was still properly finding its voice. (Not that I feel that project has ever stopped, but that's another matter.) And it's an interesting topic for many reasons because villainy as a concept really gets put through the wringer in RP to begin with, especially if you tend to let morality be muddled into a few million shades of gray like I tend to. The thing about villains in roleplaying is having a character solely meant as A Villain generally doesn't work as well, simply because no real people are as malicious as that might require. Instead, you wind up with several people serving as the villains in a particular timeframe. So we need to define what we mean by villains, what role they can play in roleplaying, and what the pitfalls are in the first place.

  • Storyboard: Dramatic community

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.19.2013

    A couple of friends of mine recently found themselves knee-deep in roleplaying community drama. For those of you who have not seen this dread beast before, let me assure you that it is the most vile of all forms of drama, in which people wind up angry at one another over elements that virtually no one else cares about. I've seen it strike many times, and it's always frustrating and unpleasant due in no small part to its sheer pointlessness. I've talked about community drama on one occasion when it comes to the Final Fantasy XIV roleplaying community, but the fact that I'm seeing it passed around elsewhere means that it's a topic worth addressing in a general sense. This isn't drama centered around what happened within the game but drama about the managerial aspects of the community, about handling site ownership and moderation and all of the associated stuff. And there are a few tricks to help minimize this before it starts.

  • Storyboard: Profession discussion - the Builder

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.12.2013

    Human beings like to make stuff. It's in our nature, presumably because the humans who liked making things were able to create important inventions like clothing and weapons and homes and portable DVD players. That stuff gives you an edge over the guy hunting with a rock and a decent pitching arm. A lot of jobs and hobbies alike revolve around making things or changing existing made things into new made things. The Builder isn't just someone who enjoys making things but someone who lives by making things. Our previous professions have all focused around providing something, but the Builder is the person responsible for making those things. This is a profession that's all about creating, something near and dear to most roleplayers to begin with. But it's also a profession that has a bit more to it than simply being the guy down the road who puts cabinets together at a discount.

  • Storyboard: Moral framework

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.05.2013

    Every so often, I start a column and it just doesn't come together. So my original plans for this week's article are being changed. I could technically go back and edit last week's piece to erase any evidence that plans had changed, but that would just be wrong. That segues nicely into this week's actual topic: morality. We generally paint morality in broader strokes than is necessarily beneficial, as evidenced by the fact that I just said that something as harmless as editing an old article could be considered wrong. Obviously it's not harming anyone, but because of standards that I impose on myself, I feel as if it's the wrong course of action to take. Pretty much all of your characters have moral codes, and if you're not thinking about them consciously, those codes can easily default to the same ones that you have. I've touched on that idea before, but there's more to it than that. When you get right down to it, your characters need their own codes, some of which you might even find personally repugnant.

  • Storyboard: RP in the key of C

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.29.2013

    Music is kind of a big deal. The right choice of music can change a scene from being happy to ominous, and intentionally mismatching the scene and the music can lead to hilarious results with minimal effort. In-game music makes use of this, naturally, and it's rare to find something stirring and peppy in the midst of a zone filled with volcanoes and demons. We rely on the background music to set a mood and underscore what's taking place at any given moment. All that goes for roleplaying, too. But the odds are that the game music isn't going to provide the romantic music you need in the Undercity in World of Warcraft or the driving combat music you need on your bridge in Star Trek Online. Game music is meant for people who are playing; the music you need is closer to scoring a film. So given the importance of music, let's talk about it just a little this week. After all, having the right tune playing can make a lasting impression, even if it's just on the people within earshot.

  • Storyboard: The characters you like

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.22.2013

    Some of my characters are pretty awful people. Some of them aren't people in the strictest sense of the word, to be fair. But there are some pretty awful types among them. And I enjoy playing them, but I sure as heck don't like them. They're terrible people who deserve to meet with terrible fates, and the glory of roleplaying is that they serve as a bit of anarchistic fun until someone gives them what they deserve. I don't like them as people. But that's not universal. I have other characters who will frequently do awful things but aren't fundamentally bad, just misguided on several occasions. Sometimes the line can get a bit blurry between one well-trained spy and assassin when one of them is a character I like and the other one is meant to be awful. So I started thinking about the distinguishing factors and what it means to play a character you like personally compared to one just meant to cause trouble. The answers were a bit odd.

  • Storyboard: Profession discussion - The Merchant

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.15.2013

    People want stuff. It's a given. Part of this is because in the earliest days of human history having a sharpened stick was the difference between eating and starving, but part of it is just the way that we've structured our societies. And a lot of the things that people want are things that they can't make themselves, which means those people need someone to come to the rescue. That's where this profession comes in; the Merchant is all about getting people the stuff that they want. This is easily the strangest profession discussion I've done yet because it's easy to understand how you could have a lot of different people in the role of a spy or an aristocrat, but it's less obvious how you could have a character with certain archetypes be a merchant. The thing is that the merchant isn't just about selling things and making money. Being a merchant is what a character does on the road, and that ranges from selling mushrooms to selling your sword in the name of a good cause.

  • Storyboard: Working with mechanics

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.08.2013

    One of the points I've harped on in the past is the idea that game mechanics don't encompass your entire character. They can't, almost by definition. Mechanics are in place to ensure that everyone plays by the rules and works according to a standardized system, while individual characters are meant to have their own unique traits and abilities. So no matter what, when you create a character in an MMO, you're creating the best possible approximation rather than an absolute copy. The odd thing is that as I recreate one of my favorite characters yet again, I find that she's a lot easier to build and understand as a result of the limitations of many games. While there's a definite case to be made for the awkwardness of fitting a character into a system, I think we give the limitations of most systems too little credit in terms of narrowing down character ability and making for a better environment. So let's talk about the benefits of having mechanical limitations.

  • Storyboard: RP-Beta

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.01.2013

    So there's a beta going on right now that is really relevant to my interests. Yes, that does mean that there is an unofficial beta roleplaying server, also relevant to my interests. Long-time readers will know both what I'm talking about and why I don't have a whole lot of other things on my mind right now. This actually dovetails nicely with an obvious topic, however: roleplaying in the beta for any given game. If you plan to roleplay when the game goes live, beta is a great time to get started, possibly building up character relationships and dynamics before the game has even launched. That's all good stuff. The problem is that beta is not, in fact, a prequel to the live game. It's a test version of the real game. And even beside the obvious repercussions of rollbacks and the like, there are reasons why roleplaying in beta might not be a great idea.

  • Storyboard: Profession discussion - The Aristocrat

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.22.2013

    Aristocracy is not a job in one sense. You can't apply to be an aristocrat, nor can you get a degree that leads to becoming an aristocrat, and there's a marked lack of professional guilds and unions for the field. You can't even really hope to be one when you grow up, since you're usually born into it. But in the broader sense of roleplaying character professions, "aristocrat" certainly qualifies, as it answers the question of what your character does while on the road. Some aristocrats might hit the road because they have a duty to those of lower status. Others might be out there because they want to be anywhere other than home. Some have tastes or curiosities that can be satisfied only in a more exotic location. Whatever the reason, many aristocrats pack up their elaborate and numerous bags and head off in search of adventure, or at least the various opportunities that adventure brings along.

  • Storyboard: Forming a roleplaying guild is easier than you think

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.15.2013

    Roleplaying guilds, as I have mentioned before, have a lot of problems that more normal guilds just plain don't. The Guild Counsel discusses a lot of guild problems in detail every week, and if you haven't noticed that guilds make for a litany of major issues, well, it only gets worse when you consider that roleplaying adds a new slice of potential drama and hurt feelings. I do not envy those in charge of these organizations, especially when I think over my brief stints of leadership. As a result, forming a new roleplaying guild seems like an activity best undertaken with great care and personal protection, like installing a beehive. But it's actually far simpler than that. You can start a roleplaying guild with minimal effort and have the foundations in place for it to work. Whether or not it will work in the long run isn't as obvious, but you knew that already.