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Old 01-05-2006, 01:57 AM
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Default Re: Into Your Character's Skin Role Playing Guide

Know What the Rules Are

Before even getting into the rules of role playing, you should definitely be familiar with the rules of the entire forum, which can be found at PE2K Rules. However, for role playing, there are multiple rules that can easily be broken by anyone who isn’t aware of them.

The Read First: A Guide to the Role Play Section is definitely a big help to understanding what the basic rules are and where to find certain threads. Before you start anything, when it comes to role playing, it’s essential to know what are some of the most important rules are besides the ones that are outlined in the role play itself. But in case you’re having trouble understanding some of the terminology, I’ll be outlining it here.

God Modding

God Modding is making your character into an unrealistically, unstoppable force. This is just one of the things that could occur in a role play that upsets a balance, makes the role play unrealistic, and could possibly pave the way for future God Modding when other role players want to do it to put themselves on the same level as the original poster who started the God Modding trend and got away with it.

And as bad as God Modding is, it comes it all sizes and shapes. These are just a few examples…

Teleporting – Exactly as it sounds, moving from one place to another automatically without any detail on the travel there itself. Moving from Kanto to Johto takes a long time, if not days without any form of vehicular transportation. A policy I usually use to avoid teleporting is:

If by vehicle – If the distance is between regions, one post for the embarking of the journey itself, then the next with the journey taking place, and finally, the third is the arrival if you’re using some kind of motorized transportation. If it’s simply from one town to another in the same region, the first post could be the embarking and journey in the first post, and the arrival in the second, just as long as they’re neighboring towns, such as moving from Celadon City to Saffron City.

If on foot – Region to region on foot takes a ridiculous amount of time, as much as walking across the United States on foot would be like. However, from city to city, use the same method for traveling by vehicle from region to region. One for embarking, one for the journey, and the third as the arrival is a good and fair amount.

Invincibility – God Modding also comes in the form of invincibility, meaning your character has no downfalls, seems to pull himself/herself out of the most ridiculous situations with very little effort all the time, and can take down armies of enemies without any injury or resistance. Needless to say, this can spoil an RP like a week-old slice of pizza. This makes other Role Players annoyed very quickly, especially if they’re playing against the violator.

Know your limits – It’s okay if your character has abilities and proficiencies that are above those of the common person or grunt. Indeed, it makes sense for your character to be special enough to play a significant role in the unfolding storyline. However, that doesn’t mean they should know everything. If your character has a knack for computers, whether it be programming, building, hacking, whatever, that’s fine as long as you make everyone else aware that this is their forte in your sign-up sheet. But if this is the case, let them have a downfall somewhere else. Maybe they’re not so great with piloting helicopters and planes. But in all cases, your character shouldn’t have god-like knowledge of how to do everything.

Everything has a weakness – Including your character, and whatever weapons, machines, bases, or whatever else they have/created. If another role player uses their wits and strategically uses it with the reality and physics of the situation to overcome one of your machines or your character, then like in a real conflict, there should be a downfall. Also, your character will have times of desperation like people do in real life. It’s okay if you manage to deal with it accordingly, but in reality, those events and occurrences should be there, whether created by the reality of the role play itself or by the actions of another role player.

Bending Reality – As wonderful and entertaining as The Matrix series is, bending the realty of a situation in a role play is as unrealistic as it gets. Nonetheless, a role play based in a science fiction or futuristic world is bound to run into this problem (War RP anyone?). Like with all situations, machines have purposes, but they also have limitations. Very, very few machines in today’s world do things instantly. And those that do are usually very complex and difficult to build, such as computers. Machines, weapons, or whatever that have bigger strengths have bigger weaknesses. Like a computer, all it takes is one little part to mess up for the whole thing to come crashing to an end or be seriously damaged. A massive machine also has a weak point, such as the engine. Don’t bend reality by creating some all powerful machine or weapon that can never be stopped. Watch Star Wars and please tell me what happens to the Death Star at the end of the movie and how the Rebellion goes about destroying the base. This is a perfect example.

Bending reality can also come from doing the impossible. Jumping incredibly long distances, flight without wings or some kind of propellant, causing skyscrapers to fall from just conventional little machines, or taking down hundreds of enemies at once without ever taking a hit are just a few examples of many possible and insane infractions. Your characters are human, not gods. Even an RP based on the Matrix would have characters with limitations. Heck, watch the movie yourself and you’ll find plenty of examples.

Psychic Powers – The action of knowing exactly what’s going to happen from reading the posts of other role players, such as a possible incoming attack. It’s okay to be prepared for an attack or to use tools and other realistic devices to detect an oncoming threat, such as a radar scanner or scouts. It’s not okay when you unrealistically know that an intruder has entered your base when they’ve done everything they’ve could do avoid detection and under normal realistic circumstances, have still avoided detection.

Due to the existence of psychics and Psychic Pokémon in the Pokémon universe, this makes things a little tougher and the line between what’s right and wrong is a very thin one. And I’ll be honest, I’ve never been psychic before myself, but I think a fair policy to employ would be:

Things that can be detected by psychic powers – The fact that an oncoming threat exists, as well as the size. However, the threat should only be oncoming and the detection itself should only be limited to an entire region. An army that is gathering in a totally different region can’t be detected as a threat because there’s no clear indication that they are hostile, and the proximity is very distant.

Things that can’t be detected by psychic powers – The exact nature of the threat itself, whether it be Pokémon, troops, or vehicles such as tanks or airplanes, as well as the tactics they intend to use and the objectives they intend to complete. This makes it far too easy for the defender to ruin every possible strategy that the attacker has taken the time out to create and employ.

There is always a possible threat. I can tell you right now, an RP where everyone is a god would seriously suck… a lot. There may be some exceptions considering the style and situation of the role play itself, but there should never be an instance where there is a major violation of these rules. And to say the least, any form of God-modding should be avoided at all possible costs.

Last edited by Dog of Hellsing; 05-08-2010 at 07:12 PM.