Role Playing Guide

From K-Wiki

RP Guide to Kaerwyn

Before you can RolePlay on Kaerwyn, you first need to know how to Role Play on IRC, and proper RP etiquette.
The operators (aka, ops @) are the moderators of the channels. They will watch to make sure that people are RPing correctly and within the rules of Kaerwyn.
Keep in mind that Kaerwyn is not hack and slash, mission based, or even campaign style role playing. Kaerwyn is Creative Group Writing. Naturally this means that you are writing a story with other people. This means that you must work with these other people. The majority of issues that present themselves in this environment is player to player problems.
So the first thing you need to understand is that our players come here to relax and have a little fun. You must also understand that the ops are here to try to maintain the fun for everyone. One might think it’s fun to play a character with godlike powers. Most of the other players would completely disagree. We call this “Funkilling”. The ops are constantly on the lookout for “funkilling” situations. If you’re called out, chances are you’re funkilling or contributing to it.
What you want to do is work in harmony with your fellow players. You’ll find certain players that you’ll enjoy RPing more than others. Some players prefer to simply sit in the tavern and chat. Some players prefer fighting, action or plots. It’s best to keep in mind what style of RP others are looking for, and to try to work with them.
The first thing you need to consider, as a new player to Kaerwyn, is the creation of a character. Please note that for brand new players, we require your first character to be as mundane as a typical Real Life human or animal. You can make an anthropomorphic animal character, or hell even an alien, but you can’t give them special powers or abilities (Or items with special powers or abilities). Keep in mind that this is just for your first character; afterwards you can make whatever character types you’d like. We do this so you can quickly get a character through the approval process and start playing. Experience helps quite a bit when it comes to getting a character approved. The more powers and abilities the longer it takes the character to get approved as we check the logic.
Now let’s go into Logic for a moment. You’ll see this come up quite a bit in Kaerwyn. A lot of people confuse logic and realism. Kaerwyn is a fantasy based RP, where the rules are the limiting factor, we try to leave your imagination fairly unlimited (Within reason of course). When we use the term “Logic” we refer to a system of reasoning. Bad logic is a system that doesn’t make much sense. Thus Good Logical Flow (The progression of said reasoning) is very important to this RP so that everything makes sense together. We require all characters, their worlds, their history and their participation in Kaerwyn to follow a reasonable Logical Flow. By forcing players to consider their characters, their abilities, their histories and homeworlds, we can better mesh the RP with other characters who are from completely different systems, with different abilities, histories and homeworlds. Realism on the other hand means that we’d be holding Kaerwyn to strict realistic standards. While we do like to see realism, as long as the Suspension of Disbelief holds up, we’re satisfied with an unrealistic, yet logical, explanation.
•Example of Logical Flow and the Suspension of Disbelief for an Unrealistic Subject:
My character is a human with wings. Because he has wings, he can fly. He has a twenty foot wingspan. Because he has wings, his agility is severely limited on the ground.
While it’s unrealistic for a human to have wings, and it’s impossible to even scientifically explain how they can fly at all (Esp. with such a small wingspan) the suspension of disbelief holds. Thus we allow winged characters to be flight capable in many circumstances.
• Example of Illogic that does not hold the Suspension of Disbelief:
My character is a normal human. But he can fly. There’s no magic on his world, but he can fly anyway.
In the second example, the character has the ability to fly… but it’s not at all reasonably explained. How can he fly if there’s no magic on his world? Why should we let this character play here if the player cannot give us a reasonable explanation for this ability.
How to fix the second example? Simply rewrite it and include and explanation for how and why the character is capable of flight. The ops and other players may offer suggestions for broken logic. Do consider their advice, it will get you in faster.
Basically you need to be able to explain your character’s abilities and attributes. This is very important to make sure they are approved in a timely manner, but also in play itself. If you can’t explain your character very well, players won’t know how certain plots may affect them. That makes it difficult to include you, and many won’t bother.
Things you want to keep in mind are the character history, age, build, and abilities they have. If your character is 10 years old, he’s probably not going to be an exceptional fighter. If he found himself on the streets at the age of four, he probably won’t survive very long. If he’s a “self taught” anything, he’s probably not very good at it - without years and years of practice - and still not as good as the properly trained.
You might ask yourself, why is this important? Because of the logical mesh on Kaerwyn. If you score a fighting character that is “self taught” the same as a trained soldier, there’s going to be a problem. You need to logically explain why that character gets the same score (Enhanced abilities? Racial trait? Magical or Tech Augmentation?) And the more you delve into that, the more logic you have to apply to those explanations. The best option is to keep it simple. If you want a fighter, make them a trained soldier, not a self-taught street punk. If you want a mage, they need to have spent most of their life studying magic, not some kid that found a book and got a magic wand that does whatever.
Kaerwyn does not allow the “It just does” mentality. If the explanation is “It just does” or “The player says so” then the explanation is not good enough for this RP. You will be required to do some research for your characters. This goes for mundane things such as where a character is from (Climate, social, customs, etc) to fantasy elements such as magic or sci-fi technology.
Once you get a character approved, there are some things you need to know about RPing here.
Kaerwyn is very loosely considered a “turn based” RP. Basically one person makes a post, then the next person, then the next. It’s “loose” because turns can be skipped as long as the flow of the RP isn’t interrupted. You want to make sure that you can keep up. Some players can type very fast, some others take a few minutes between posts. In general, you don’t want to hold up the RP. If you’re having difficulty keeping up, you might have to try creating a different character, learn to type faster, or try to figure out the character’s responses faster. You can always ask other players to slow down for your benefit, but they won’t necessarily comply. In some cases they feel waiting a few minutes between posts is unacceptable. This goes back to finding players you enjoy RPing with, and in this case, can keep up with.
The turn based style is very important during fights, which are coordinated between players. Fights are actually fairly rare on Kaerwyn, but you can imagine that they do happen. They’re one of the most difficult parts of the RP to play out, as your characters put their money with their mouth is – and the skills listed in the CS come into play. During fights, your characters will still be limited to the turn-based style, because it’s not fair for your character to get several hits in while the other guy is trying to type out his response. Many players will ask that you use a dice-based system to decide hits, misses, and the amount of damage done during a fight. Generally speaking, most of us prefer simple, well coordinated fights that don’t require a lot of math skills and actually end with some kind of relevant, or plot conducive point. Character strife is great for plots, development and interaction. Fights for fights’ sake are not.
When you do play out any kind of interaction with another character, be it fighting, or passing the biscuits at the dinner table, you’ll want to write it in an “attempt to” style. To say that you did something outright to another character is what we call Proacting. This is generally not allowed unless an agreement has been made between players.
•Example of Proacting a Throw: *Lorelei throws a dagger at NPC’s head, which impales itself in his temple.
You cannot hit a character with an object outright. The other character plays the reaction of the throw.
•Example of Properly Playing a Throw: *Lorelei lobs a dagger at NPC’s head.
You can throw an object at or towards a character. This way the person on the receiving end can decide what action to take.
Logic determines the flow of the RP. While we leave a lot up to the players, IC actions will lead to IC consequences. If you stand in front of someone’s shotgun and they pull the trigger, there’s not many logical options you have other than getting shot. While we don’t want to see characters die, this is just the nature of the game.
So to summarize, Death, Injuries, Alterations and anything that affects another character is determined by Logic, the CS stats, and the affected character’s player. We will help players try to find a way to keep their character’s alive, but only if it can be managed in a /logical/ manner.
Now here’s a suggestion that you’ll see on just about all RPs. Do not “metagame”. Here on Kaerwyn we call this “munleaking”. This means that the information, that you, the player has, is leaking into the character. You might know that Kaerwyn is the etheric plane nexus world. The character absolutely would not know this. The character should only know what they’ve been exposed to, or theorized on their own BASED on what they’ve been exposed to. If they suddenly have the answer to the question, or know the secrets of the plot, that’s munleaking. That’s very much a funkiller, and /no one/ likes a munleaker ruining their fun. Best way to avoid munleaking is to ask yourself, “How would my character know this information?” If you can come up with a justified, logical reason, then you’re probably safe. If you can’t, you’re probably munleaking.