The Rules of the Game
Where to begin: advice for the newcomer
First, read everything on this site so you have an overview of the
tribe, its history, other tribes, the trolls, the humans, and the
general layout of the world.
Next, attend several chats. The holt meets weekly for a howl in a
private room on America Online, called Grey Falls Holt. Time and day
may vary, so check before attempting to attend. Keep your holt guide
handy as you watch what's going on. The contents of our howl may be
one of three things business, role-playing (see RP guide that
follows), or open chatting. Most howls begin with some open chatting
before we settle down to business.
Finally, adopt or create a character. There are advantages and
disadvantages to both
Adoption a character up for adoption is ready-made, and already a
part of the holt. Some are blank slates, others come with histories.
This can be an advantage or a disadvantage, depending on how you view
things. One difficulty to adopting a character with an established
history is that you may hear from people who think you're not playing
the character correctly.
Creation you might have a character already in mind. This is fine,
as long as you follow a few rules. 1) We want to limit magic in the
holt, so be careful about introducing a new magic user. 2) We also
want to limit the number of Recognitions in the holt. Develop the
character and his or her relationships to other characters, rather
than using Recognition as a plot tool. Recognitions should be
approved of by the holt beforehand. 3) Try to find a way to fit your
character into the family tree (if we've just made a time jump, we
might be able to have your character born during the jump). If that's
not possible, try to work out a history of your character that's not
cliche i.e. no more "lone survivor of a holt that was destroyed by
humans" introductions. Look to the existing holts in our world for
your character's origins.
Special rules and precedences
- All holt members are limited initially to four characters. If
you're handling four characters well and want to add one or two
more, that can happen with the approval of the tribe. Please
strive to make your character a blood member of the tribe or
another known tribe rather than a complete stranger.
- When writing stories about your characters, remember that if
you use someone else's character in your story, obtain that
person's permission and allow the player to read and edit at least
the portions the characters appear in. This goes double when you
use the chief or need a healer handy.
- A character may be designated a "holt character" who can be
used freely in stories, as long as you are true to the character,
and don't kill them off or have them Recognize someone without
permission from their creator. Creating a holt character is a way
to occasionally get around the four character limit, but please
get the permission of the holt before proceeding. In general we
don't encourage holt characters any more, as they are too seldom
played and developed. Holt characters may be created specifically
to be put up for adoption. Human, Troll, or other characters that
make cameo appearances can also be created within reasonable
limits.
- This is a "family-style" holt by mutual desire of most
members. Bear this in mind when you write and role-play. Still,
our elves have to act like natural elves they breed, they fight,
they cuss at one another. In general, sex scenes are about the
level you would find in a "sweet" romance novel; that is, most of
the action goes on off-camera, with lots of glowing descriptions
about the earth moving and fireworks going off. Think of the old
movies in which the hero and heroine fall into one another's arms,
and the camera pans over to the crackling fire in the fireplace.
You know perfectly well what's going on, but you don't have to see
every detail. The same goes for violence: you don't have to
describe an enemy's guts strewn all over the forest to show he's
dead. With all the wars and the animosity of many humans toward
elves, there has been a lot of violence in the history of the
tribe. Just be tasteful in how you represent it. If you're
considering a rape scene -- please don't, at least not without
discussing it with the rest of the holt. Elfin cussing tends to be
colorful, but not in the way ours is. References to sex and
excrement don't embarrass them. An explanation of the word
"bastard" would really puzzle them. Exclamatory remarks are things
like "puckernuts," "dung," "beardung," "snailfeathers," and
similar words or phrases. Note that "dung" is more an expression
of annoyance than the idea of contemptible filth that our similar
common exclamation conjures up.
- On the subject of romance Pini elves don't kiss, but ours have
learned how to from the humans. How could any rational creature
pass up such a pleasant occupation?
- Magic is always inherited, though it can skip generations. A
particular kind of magic must be present in the family tree for an
elf to inherit it -- that is, if papa was firemaker, baby might be
a firemaker, but won't be a healer (unless some other ancestor was
a healer). Magic is somewhat rare, usually, but a bit more common
in our tribe as a large proportion of those who survived the many
wars happened to be magic-users.
- Purebloods know their own soul names from the moment of
conception. The precedence has been set in our world that the
parents also know the child's soulname at conception. Wolfriders,
however, are often born without soul names. While they usually
find their soul name soon after adolescence, their parents do not
automatically know the name.
- Many other precedences concerning every-day elven life have
been drawn from the Pini's original story or set in our own
stories. Please don't be offended if a long-term member corrects
you on one of these points. We strive for consistency in our world
as much as possible.
- Any of the above "rules" may end up being bent or broken as
long as there is good reason and the entire holt approves.
Tips for developing your characters
Make sure you've read a good deal of Wendy and Richard Pini's work
and fully understand the characters of Wolfriders, purebloods,
Go-Backs, Gliders, and the world they live in. We cannot stress that
strongly enough. It's frustrating for the Elfquest fans who founded
the holt to have to stop and explain these things to newcomers,
though we're as obliging as possible. We highly recommend you read
the original graphic novel (available in bookstores in a series of
eight bound volumes &emdash; put 'em on your Christmas list). Also
look into the "Blood of Ten Chiefs" volumes of collected short
stories, and the "The Hidden Years" and "Rogue's Challenge" hardbound
collections of Elfquest comics. Wendy also produced a wonderful
picture book for the younger set titled "A Gift of Her Own" that
should please Elfquest fans of all ages.
- Work on the personality of your character. Put in as many
flaws as good points. Try to see your character move, hear his or
her voice, think as your character would think.
- Use the Character Information Sheet (CIS &emdash; below) to
flesh out your idea. Make sure you give a copy to all holt members
via e-mail &emdash; especially the holt "goddesses."
- Make a sketch. Even if you're not an artist, you can send your
picture to someone whose drawing skills you admire.
- Work on stories around your character, including your
character's past. Whether you write the stories for the fanzine or
not, they will help you make your character more real.
- Read other CIS's and try to pick out another character to be
your character's special friend. Establishing relationships
between your character and others will suggest story ideas and
make roleplaying easier.
- When adopting a character, find out all that has been
established for that character so far. In most cases the character
has never been played and is wide open for development, including
name changes. Even the gender can be negotiable!
Some common errors to avoid
- The "raised by wolves" tired plot scenario: for some reason
lots of new member want to have their characters lost or abandoned
at a very young age and raised in the woods by wolves. While a new
spin on this idea might be welcome, be sure to discuss it with
others first.
- The "wanderer who accidentally happens across Grey Falls"
tired plot scenario: the location of our holt is supposed to be
secret, yet somehow in our history elves have managed to stumble
across it with alarming regularity For a while, Grey Falls was
beginning to resemble Grand Central Station. We've had so many
strangers arrive from the far corners of Abode that we will never
need a Kinseeker in our holt. We know about all the other tribes
of elves, and are related to most of them. Visitors from
established tribes are all right.
- The "bringing a character from another fan holt into Grey
Falls" problem scenario: as our world is already well-populated
with tribes we are reluctant to introduce any more, especially
Wolfrider holts. If you arrive at a time when there aren't any
adoptables in the holt, please have your character derive from one
of the known holts in our elfworld. Moon Lake is ideal, since it
is not a played holt, there is no established family tree, but
there is an established history that ties the Moon Lake Wolfriders
to the Grey Falls tribe.
- The "Goliath" fallacy: please note that the average height for
Wolfriders is four feet. Older purebloods can be upwards of five
feet, while younger ones will be shorter (it's the way Abode
works). Remember, Wolfrider wolves may be larger than normal
wolves, but they still can't carry load that would strain a
Shetland pony.
- The "tortured, angst-ridden soul" or "cranky elf" tired
character traits: when we ask for flaws, keep in mind that these
traits are used a lot! Be creative in planning your character.
Elves tend to be pretty stable and are raised with a lot of
self-respect (though Moon Lake Wolfriders have a streak of madness
running through the holt that would shape their characters).
Character Information Sheet
Here is a standard CIS format. Use this when outlining your
character. Be sure to e-mail a copy to everyone in the holt.
Character Name
Played by
Gender
Race (Wolfrider, pureblood, etc.)
Origin (what tribe?)
Birth date (can be approximate)
Soul Name (some Wolfriders must find theirs)
Known by (i.e. who besides parents knows this person's soul
name?)
Lifemate
Lovemates
Children
Family
Mother
Father
Siblings
Bondbeast
Appearance
Height (most range between 3'6" and 4'6", young purebloods may
reach 5'3". Short, medium, or tall is all we really need to provide
here)
Build
Costume
Summer
Winter
Jewelry
Weapons
Colors
Talents (magical talents, if any)
Skills (i.e. weaving, hunting, tanning)
Likes
Dislikes
Personality
Outlook on life
Important thing to remember
Sees self as
If you like, you can do a CIS for your Wolfrider's bond-wolf as
well
Bond beast
Animal
Name
Colors
Eye color
Gender
Age (remember, Wolfrider wolves have a little elf blood in them,
so they can live a long time -- 40 to 50 years is not too unusual.
They can send a little, too, though mostly in images)
Size (large, medium, or small)
Appearance
Personality
Abilities
Relationship (status in the pack)
Also make sure you fill out a member information sheet and e-mail
it to everyone in the holt
Member Name
Personas
Address
Phone
Birthdate
Hobbies
Other important things we should know
Other EQ clubs
Here is sample a CIS for Fringes, Kestrel's mother who died many
turns ago, as an example
Name: Fringes
Race: Wolfrider
Gender: Female
Origin: Grey Falls tribe, born when tribe was still in the Redwood
forest.
Age: At death, 523
Known by: parents, Stone, Allim
Lifemate: none.
Lovemates: Stone, dallied briefly with Treesniffer. Other
lovemates in the past.
Family: Father: unknown wolfrider
Mother: Orelan
Children: Kestrel
Bondbeast: Bristlebrush (killed by humans), Featherfoot
Pets: none
Hair: pale blond, falling halfway down her back.
Eyes: gold, large.
Nose: straight and small.
Mouth: small and full.
Skin tone: very fair.
Height: 3' 9"
Build: very slim, but tough. Long legs and long torso.
Costume:
(Summer): Short pullover fawn jacked with deep fringes on the
sleeves and the lower edge, fringed trim around neck opening, neck
opening trimmed in deep green; skirt of fawn, deep green yoke,
fringed lower edge and fringe trim on yoke; knee-high boots of fawn,
with deep green band around top, fringes falling from band.
(Winter): Similar, but jacket is long-sleeved, and boots are
thigh-length.
Colors: fawn and deep green.
Jewelry: gold circlet necklace with feathered ornament, flowers
and vines twined in her hair.
Weapons: long knife, throwing stones, occasionally will use a
spear when hunting.
Talents: none beyond sending.
Skills: Making delicate ornaments from flowers; bird calls and
bird hunting; spying on humans. Can hide in plain sight, and pass
unseen even under the noses of her tribemates.
Likes: Summer, playing with flowers, pretty things, running off to
a special spot with a special lovemate.
Dislikes: Allim, serious people, smelly humans, being told what to
do.
Personality/history: Fringes was the only cub in the tribe when
she was born, and grew up dreamy and a bit spoiled. She could be
rather saucy with those who annoyed her, and she was particularly
annoyed by those who take life too seriously, like Greywolf and
Allim. Though she hunted well, she didn't care for it as much as
other Wolfriders. Her ability to imitate birds well made her a good
bird hunter, for she could call ducks out of the sky and kill them
with a stone, or come at them under the water and grab them by their
feet, wringing their necks to kill them instantly. She was an
excellent spy for the tribe, stealing up to the human village at any
time of the day or night, completely unseen. She took special delight
in teasing young humans on their vision quests. She was never without
a lovemate, though she only had one at any one time, for in love she
gave of herself completely. She Recognized Allim, giving birth to
Kestrel soon after. While Recognition was strong, Allim used it in an
attempt to control her and influence Kestrel's personality. It is
possible that his actions cause Recognition to fade sooner than it
might have otherwise, for she Recognized Stone soon afterwards, much
sooner than might have been expected. Immediately after Recognizing
him, she ran away to tease him, and fell over a cliff, breaking her
neck. She died instantly, and Recognition between the two was never
fulfilled (The Grandfather Tree, vol 1, # 2).
Outlook on life: She loved being an elf, and loved being in
love.
Important thing to remember: She's not a flirt. When she loves,
it's with all her heart, but holding her is like trying to hold back
the waters of Grey Falls. She's at her best when she's free to do as
she pleases. Making demands of her is the surest way to lose her.
Sees self as: The warm breath of summer.
Writing tales
In the past, we published a fanzine, The Grandfather Tree.
Alas, holt members have all been busy, including the former editors,
and though many holties wondered aloud when the 'zine would be
published again, few were able to give sufficient time to make it a
reality. So... now we take The Grandfather Tree to the Web.
There are a few advantages to this. First, there are no printing and
shipping costs. The Grandfather Tree is now free. Second, all stories
can be made available to all players at all times, without the
expense and hassle of reprints. Third, it's a whole heckuva lot
easier.
Stories for the webzine can be from any time period: the Now, the
"hidden years" of a time jump, time-before-now tales, or even
apocryphal "dreamberry tales." Illustrations can be line art,
grayscale, or color. If you do not have a scanner, there are several
people in the holt who do. Computer art is fine. JPEG, PICT, or TIFF
formats are best to preserve the quality of your art.
Submission procedures for stories (from Karen, your editor)
All of us have different computers, different word processors
(resulting in pages of crazy formatting characters for folks who
don't use that word processor), and different things our typing
teachers taught us about formatting. Standardizing all of that will
help me out, so please keep these general guidelines in mind as you
prepare your stories.
- Please put single spaces, not double spaces, between
sentences. I know your typing teacher taught you otherwise,
and that's because of the ugly standardized spacing that
typewriters use (you know, all letters are given the same amount
of space no matter how wide or skinny), and double spaces were
necessary to distinguish the ends of sentences. With kerning and
modern typefaces, that is no longer the case. If you look in most
books, you will see that spaces given to letters are proportional,
and there is only one space after the period. That's why books
look so good.
- "Smart quotes" are great for printed material, and would look
great on a web page, but viewing can be problematic between the
various systems and browsers out there. Alas, we'll have to stick
with "straight quotes."
- Use single dashes for hyphens, and double dashes between
phrases. Normally, you would use "n" dashes and "m" dashes for
these, but such characters are a problem on web pages.
- Use indents rather than tabs at the beginning of your
paragraphs. Typing teachers always told you to use 5 space
indents, but today's word processors do this for you.
- Mark passages that should be in italics with (begin italics)
and (end italics). For single italicized words, mark like this:
_itallics_. While I have no trouble reading various word
processing documents and preserving the format, alas, the format
is lost when I paste into HomePage.
- When submitting, please save your file as .RTF (rich text
format) if your word processing program will allow it. I have
translators that can convert most word processing documents, but
RTF is a reliable format.
Guide to Roleplay
originally written by Amy Valleau
edited and modified by Karen Bledsoe and T. Rose
Simmons
RITFL
(Roleplaying in the Falls laughing)
Some parts adapted without permission from the author, AOLname
Diamond, whose roleplaying hints were posted in the Online Gaming
Forum of AOL in 1992, which, we think, makes them public domain; and
with the addition of infinitely helpful hints from Anne of the AOL
fantasy forum. Alterations have been made to Amy's original draft of
this piece, based on experience and the evolution of Grey Falls
roleplaying.
Part I General Procedure
- Usually there will be a plot established for the evening's
session. If you have a plot in mind, contact the "goddesses" ahead
of time, who will usually be happy to be relieved of the chore of
coming up with plots! However, don't leap in and introduce
impromptu elements into a someone else's plot without asking
first. The session leader will usually control the non-player
characters, such as humans or trolls, so be cautious about IMing
-- he or she may be juggling a half-dozen characters at once!
Wiser session leaders may assign some of these characters to other
players.
- Whenever possible, we will have a designated guide to fill in
latecomers on what is going on. Please use IM's when getting
caught up with the night's session in order to allow the RP to
continue.
- Extraneous, off-RP chatter should be kept to a minimum. When
you have something to say, put your comments (in parentheses, like
this). That way we know that you are speaking as yourself instesd
of as your character. While we SAY we want to keep chatter at a
minimum, in actuality we often make jokes about the role-play.
It's part of the fun. However...
- The minute the role-playing begins, you are IN CHARACTER. It
keeps folk from getting confused, and discourages chat. As soon as
the "we are now RPing" signal is given, please end all chatting
and allow the stage to be set. If you want to finish a chat, carry
on via IM's.
- Saying Hello, Good Bye or chatting is kept to IMs when in
session. You can "cheat" by having your CHARACTER leave or enter,
and get greetings THAT way, if you must.
- If a person does NOT want to play, or is slow to do an action,
LEAVE HIM OR HER ALONE!!! We all get hit with the "oh, dear- I
CAN'T do that or they'll freak" and when EVERYONE bounces on your
tail, you get angry and upset, making the session a torture,
rather than fun.
- ALWAYS remember- this is FUN . . . DON'T get carried away, and
DON'T worry if it doesn't go your way- it's a HOBBY, not your
whole life. And if your character and another get into an
argument, don't take it personally. It's your characters who are
fighting, not you.
- Once you have a character established and part of the holt,
please attend as many of the RP's as possible. We realize everyone
has time and budget constraints, but please attend at minimum of
one session per month. We've had too much trouble with "silent"
characters. If you find you have no time for attending chats,
consider giving your character up for adoption, or sending your
character on a journey until you can return on a regular
basis.
Part II: Hints for Holties
The Living Persona
Levels of experience vary in spectacular fashion. Some people have
never even played a roleplaying game before. Some have played 15
years or more. A mix like this is a recipe for trouble. Or is it? How
do you get the most out of the experience?
- Prepare a CIS, or familiarize yourself with your "adopted"
CIS. In which holt was your persona born? What major events in the
history of the tribe has your persona lived through? What are your
persona's mannerisms, and why? Does he or she have a violent
personality? Was it upbringing? Great! Describe dam and sire,
then, too. Remember that we are still in the process of filling in
the details of our past (this comment applies to story writing,
too); if your elf lived through Kirrah's fire, feel free to make
up your own opinion of what that was like -- there's only one
vague story concerning that time. Maybe your elf has had a fear of
fire ever since.
- Sound like too much work? Consider that other members will
read your CIS and may get plot ideas from your persona image. Does
your persona nurse a secret grudge against the line of chiefs?
Have a hidden weakness or obsession? Have trouble getting out of
the Wolfsong? Believe in fanatical adherence to the Way? The guide
can take that germ of an idea and run with it. Fun!! Other people,
too, love hearing about your persona's background and will use the
information to react to your persona in a realistic way.
"Be" Your Persona
How does one come across in such a medium as a computer service,
and still maintain a unique personality? Some of the tricks that
established players use to create vibrant, realistic personas
- Have a general personality in mind. If the personality of your
elf is radically different from your own, this can be difficult to
remember. It helps to have your CIS at hand for occasional
reference. If you're not sure where to even start, then lurk for a
while at a roleplaying session and observe the players. Watch for
general personality traits, which include both speech and actions.
Use that to come up with ideas of your own!
- Come up with specific mannerisms. Scratching the chin,
scowling, chewing on something (jerky? fingernails?), or nervously
fingering a weapon are all examples.
- Personalize your elf's voice. Does your elf have an
unbelievable Go-Back accent? Perhaps he mumbles all the time? Does
he constantly use one word in place of another, or scramble his
sentences so badly that he's nearly impossible to understand?
These are all examples of traits that have been used well.
- Try to be as realistic as you can. Making the persona
believable, using the resources you have, is important. By playing
the persona "to the hilt" you help the other players to suspend
disbelief and play along with you. Thus, the fun is increased for
all.
- Stay in-character during the session. Try to hold
out-of-character comments to the other players until after the
session. Let the others know if you're away from your keyboard
(just type "afk" or "brb" when you go and "bak" when you return).
Try to stay the entire session, or let the goddesses know in
advance if you won't be there.
- Still feel uncertain? Is there's one elf in the Pini's world
that you like the best? Try, just to get started, patterning your
persona on that character ("Hmm--what would Pike say in a
situation like this?").
Make it Easier on Your Leader
Here are a few hints for making it easier on the session's
leader
- Running roleplaying online is a challenge. Try to treat your
leader with the same consideration you would appreciate. He or she
has taken on a difficult task, and considerate players are
appreciated above all.
- It has become accepted practice that the leader's word, in
live gaming, is accepted - even if wrong. Try not to argue with
him or her until after the session, and then try to be polite
about it. Your guide might have missed a fact about life on Abode
that you were aware of, and is simply doing the best with what
information is at hand. If the mistake needs to be corrected
quickly, then send an Instant Message to the guide pointing out
the inconsistency. You'd be surprised to see the (grateful)
scrambling when errors are pointed out! Most guides try to be at
least consistent, but everyone is human.
- Don't overstep your bounds. If a bear appears, don't have your
character kill it before anyone else gets a chance to get a blow
in. Since the bear is a non-player character, the session leader
decides when and if it dies. Similarly, don't bring in a new
threat (in comes the bear's mate!) without getting the
session-leader's permission. Many a plot has been spoiled in these
ways, so we repeat DO NOT KILL OFF NON-PLAYER CHARACTERS THAT THE
SESSION LEADER HAS INTRODUCED UNTIL TOLD YOU TO DO SO!! DO NOT
INTRODUCE NEW THREATS WITHOUT THE SESSION LEADER'S APPROVAL!! If
you are unsure how far the session leader wants to go, ask!
After the Session
Gather your thoughts. Gather your notes. Then, if you enjoyed the
session, tell your fellow holties! If not, let's discuss how we can
improve. Email the holt, and if a plot session is necessary we'll
call for one.
If You Miss a Session
Logs of all sessions are emailed to the holt soon after the RP. If
you miss a session, be sure to read the logs so that you can keep up
with what's going on.
Communication Symbols
The only way you have to bring across your elf's style,
personality, and mannerisms is a keyboard, screen, and software. To
make it easier to differentiate between what a persona says and what
the player says, a system of symbols has been adopted.
"..."
This indicates a statement spoken aloud by the
character. Usually preceeded by the character's name or an
abbreviation of the name.
- NF: "She's dead, Jim."
- BRTH: "Stop calling me Jim."
( ... ) or [ ... ]
Either of these can be used to indicate a statement made
by the player.
- (Groannnnn! That was bad.)
- [Is she really dead, or are we just tossing Star Trek
jokes?]
##
Commonly used online to indicate singing.
- [##I have thoroughly examined her, and she is most
sincerely dead...##]
- Twiglet: ##Bree, dee, the witch is dead!##
* ... *
Used by us holties to indicate an open send, the silent
speech of elves. Remember that everyone within a certain range
will be able to hear what you send. As with spoken words, preceed
this with the initials of your character.
- NF: *Allim sure is a pain in the tailfur, isn't he?*
- A: *Ahem... I heard that.*
** ... **
Our notation for a private send. Directed to one or more
specific elves; the other players must respect the fact that these
are private. If it's really an enormously big secret later to
become a nice surprise for everyone else, use an IM, but give us
an indication, if you like, that something is going on.
- BRTH: (to Nightfire) **Quiet, he'll get upset.**
::Nightfire looks meaningfully back::
- Stone (to Kestrel): **While Nightfire works this out,
there's a dreamberry patch I'd like to show you.**
K (to Stone): **How fascinating. Let's go.**
::... ::
This indicates an action taken by a persona. The use of
first or third person is left up to the taste of the player,
though we tend to use the latter. Within "send" symbols, these can
also indicate sent emotions or images. Formerly we used
*<..>* for sent images and *<<...>>* for send
emotions, but these were too unwieldy and difficult to remember.
- ::Nightfire stands up, frowns:: or ::standing up,
frowning::
- Nightfire looks meaningfully back *::where Allim can stick
his head::*
- Allim *::utter contempt::*
- Hilltop: *::pure glee::*
"<..>"
This is used most often to indicate someone using human
speech, to distinguish the language from elfin speech.
- Shrea: "<This is it? The Spirit village? Just some trees
and stuff?>"
*######*
This will represent black sending. Only one elf in the
holt can black send so don't use this unless you have the ability
also (hint black sending is healing turned inside-out).
***you are getting very sleepy***
A mind-bending send. A rare ability, and no one currently
in the holt has this.
Painless Instant Messages
Sending a private message ("IM", or Instant Message) online is the
equivalent of passing slips of paper as you play.
When hanging out in People Connection, these little gems can fly
without worrying about what's going on on the chat text screen -- you
can just page up to read what you missed. When in a live game,
though, it can mean the difference between a slow game and a fast
one.
The larger the game, the heavier the IM volume can potentially
get. Many role-playing game masters have adopted a system where the
player warns that an IM is about to come through. If the session
leader requests it, use "gm, im?" and wait for an okay (such as "g/a"
for "go ahead") before IMing. This was very useful with older
versions of AOL, when every time an IM comes in, it gobbled up part
of what we were typing in the chat window, making it necessary to
backtrack and stick in the missing letters. This was unfun.
Usually, though, our RPs are less formal than this. Permission
should be asked to IM if the game involves over ten players, when IMs
might be flying rapidly. If the person IMed doesn't respond, players
can say "(Jen -- IM)" in the chat window to alert the player.
The best use of IMs in our RPs are 1)to send secret messages about
what's happening to another player, such as, "Beartooth sees a scrap
of woven cloth wedged under the fallen log," which can help an RP run
more smoothly and realistically, and 2) to carry out off-topic
conversations.
Manners Online
As unimportant as this topic may seem, it has a profound effect.
Online conduct can make or break a holt. A few hints:
- Treat everyone as you would like to be treated. This is the
golden rule. If you are rude, expect rudeness back. Even if your
persona disagrees with another, there is no reason for the players
to be rude in any way towards each other. Likewise, don't use your
persona to hurl insults at another holtie in the guise of
roleplaying.
- Understand that game mastering online is many times more
difficult than running offline games. It is slower, so the players
need to be more patient. The rewards are well worth the effort,
though. Telling the session leader to "hurry up" only causes
frustration to someone who is doing the best job he or she
can.
- Live gaming online will start out slowly. Be patient, and help
keep the action running by jumping into it right away, without a
lot of extraneous character chatter.
- Show up on time. Lots of time is wasted waiting for people to
show. Before you know it, everyone is coming late, figuring they
might as well since the chats don't start right away.
- Do try to start RPing right away. There is often lots of
chatter as everyone assembles. As soon as all the players are
present, do what you can to get the RP started.
- Please do your best to keep the plot moving. Staying in
character is the best way to do this. Answer other characters
quickly. Try not to get the plot sidetracked. Don't waste
excessive time having your characters argue about what to do
next.
- Try to stick with the planned plot as much as possible.
Stopping to discuss the plot points in the middle of the session
slows things down and annoys people. You can call for a plotting
session if you feel it is needed.
- You might get drop-ins, on the invitation of other members,
who are interested in joining the holt. It's a good idea to be
prepared with a short "welcome" that you can send via IM to be
polite and to help the newcomer understand what is going on.
- If you need to ask the guide questions in the middle of a game
that can be answered afterwards, then send e-mail -- particularly
if there is only one guide. When the guide is distracted, your
fellow holties won't know if the guide is answering an Instant
Message, away from keyboard, or has been frozen or booted. The
fewer distractions, the better it is for all.
- Make sure you read all the conversations that are going on.
Particularly pay attention to anything the session leader posts --
otherwise you may overlook an important cue (::A large snake
slithers down the tree towards Beartooth's head::). Session
leaders do not like to have to repeat themselves, and may get
feisty (::Oh, too bad. Beartooth wasn't paying attention. Snake
had him for dinner! ;-) ::) It's easy to get caught up in one
running conversation with another character, but in the meantime
the game is going on and you are missing all the action.
Part III Hints for
Guides
Helping New Players
"I've never roleplayed before, but what you're doing sounds like
fun."
Helping new members fit in is one of the most rewarding
experiences of running a holt. How does the guide make it as painless
as possible for the newbie?
- Be patient. Not everyone learns at the same speed. If your
explanation isn't understood one way, try another.
- Be responsive. Try to answer questions quickly.
- Be thorough. "Because I said so" can be confusing to a new
holtie, and logical explanations for your replies help to explain
game mechanics as well.
- Invite newbies to sit in on a session to watch and get an idea
as to how they're played. Be prepared to answer questions during
the session.
- Encourage newcomers to voice their plot ideas as soon as they
have a character up and running. This helps them feel like they're
apart of the action.
Manners for Guides
Treat all newcomers as you would like to have been treated.
Remember that even people who have roleplayed for umpteen zillion
years have probably learned a very different style than you learned
in your own umpteen zillion years of roleplaying on- and offline.
Some people may be wondering where the dice are. Some people may be
familiar with the Red Dragon Inn's style of freeform role-play and
may not understand the procedures of a subtly more structured form.
Others have no idea what's going on and will say so.
Have fun. You have a responsibility to yourself, as well as to
your fellow holt members.
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