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Roleplay Guide

From Ratwood Keep
Revision as of 23:24, 17 November 2024 by TheChocoboLord (Sọ̀rọ̀ | contribs) (Adds the roleplay guide.)
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While this is a guide on best roleplay practices, this is also an extension of the Rule of Interesting. Punishments can be enforced if you violate a part of the roleplay guide with no justifiable reason.

Ratwood Keep is a grimdark fantasy roleplay server, and as such, we expect a certain level of roleplay from each of our members. What constitutes good and bad roleplay is entirely subjective, but this guide seeks to provide standards and guidelines for you to build off of in your journey in Rockhill.

Preamble: What is Roleplay?

When you play on Ratwood Keep, you aren't playing as a character in a video game. Imagine yourself more as an actor on a stage or in a film. This is the essence of roleplay. This server isn't the conventional Space Station 13 experience - you should embody your character and play them in the world as a believable character. To separate yourself from your character is a vital component.

The Responsibilities of a Roleplayer

Continuity

Each round in the game is a snippet of one of the tales of a week in Rockhill, and and thus there isn't any continuity between rounds. Certain events can be remembered between rounds at the discretion of the players involved; such as relationships, minor feuds, injuries and non-consensual acts - on the caveat that these aren't used to fuel unprompted attacks against any party. Everyone in town has lived in and worked in the town for a long time before the week started, and will remain for long after the week ends. Always keep this in mind.

Proper Escalation

Unlike other "high roleplay" servers, not much is expected in terms of proper escalation before a fight. The one thing you have to remember is that you should preface your first attack with an emote or a piece of dialogue that makes it unquestionably clear you're about to attack. That's it. If they flee and you want to re-engage after catching them, give another emote or dialogue. Something as simple as "Defend thyself, cur!" suffices.

Role Responsibilities

Each role has their own responsibilities - these should be common sense. A knight of the land shouldn't be breaking the spines of peasants without clear orders from the Duke, and a templar should under no circumstances be gallivanting with heretics or bandits. Exceptions can obviously be made if they're roleplayed well, but otherwise, stick to what you know is right for the role.

Validhunting and White Knighting

Your average farmer is not going to happen upon a violent criminal forcing himself on a poor woman and think to himself, "I'll save her!" before leaping in. Play to your character's motives: heroes are few and far between in this world. If you want to play as one, the garrison is full of prospective (and foolish) saviours. On the converse, false accusations should be used sparingly, as getting someone killed for something they didn't do is uninteresting if done with zero build-up.

Furthermore, don't kill an antagonist simply because they're an antagonist. In sticky situations, it might be necessary to kill a werevolf or vampyre if they're entirely uncontrollable, but your average brigand should be shown a little more leniency - at least when it comes to the guillotine.

Mechanical Interactions

Typing Indicator

Also very simple - if you see someone typing, don't attack them. Obviously, if they're trying to type in the middle of a pitched battle, feel free to hack away at their fleshy limbs.

Surrender

By right-clicking your Combat Mode toggle in the interface or pressing SHIFT-X on default keybinds, you will surrender. A white flag appears above your head and you drop to the floor, stunned and unable to move. You get some resistance to damage in this state.

A surrender is never protection against being killed, but if you do intend to show your opponent cruelty in the face of their surrender, make sure you make this absolutely clear like with escalating into a fight. Again, a simple thing like, "You fool, you lost the moment you decided to fight me. Now perish!" is fine.

Class Expectations

Combat Classes

Antagonists, adventurers, knights, men at arms, watchmen, and vanguard members. These are all roles with one significant advantage over the rest of the town: You're competent in a fight. You can absolutely ruin an unarmed farmer's day with no rhyme or reason, he and the soilers around him can't do anything to stop you. Use this clear advantage you have to bolster people's roleplay - not just use it to make others' suffer.

Nobility

To be noble is to have your bloodline consecrated by the Ten. Nobles have etiquette and education, and are expected to act in a manner befitting an aristocrat. Speak in fluent English and use flowery words in your dialogue. Avoid crass jokes and profanity in public settings, and always maintain a sense of smug superiority over your lessers. Be as villainous or as virtuous as you choose - just be sure to act like a noble.

Commoners

The townsfolk of Rockhill. Yeomen such as guild smiths, the innkeep and seamstress are expected to be invested in their lot in lyfe, after all, you've owned your business for many years. Commoners of the town should be held in higher esteem than foreigners, but the opinions of nobles always overshadow those of the peasants.

Migrants and Adventurers

The travellers in the Terrorbog, come from all over the world to visit Rockhill. For what purpose, is up to you. Migrants are strangers to Rockhill, though they may have met some towners in their travels before, and may even be friends with some. As an immigrant, you shouldn't act entitled to any of the luxuries the town has to offer, or the rights of any of the residents - you should be mistrusted and mistreated.

Immersion

Separating IC from OOC

You aren't your character and your character isn't you. They shouldn't represent you. They have their own motivations, their own dreams, and their own morals. You're expected to act according to these motivations and their backstory, not your own.

Treat your characters like living beings. Fear the touch of death and the sting of pain. What's a game to us is reality to them - act like it.

New Actors on the Stage

You will die. A lot. From accidents in the Bog, to wild animals tearing you limb from limb, to your fellow man betraying you and putting you in the dirt. Having more than one character will soften this blow. Don't play a static - have characters from all walks of lyfe, and don't be upset if you die. The town needs fresh blood...

Dialogue Standards

Your character should believably speak like they live in a dark fantasy medieval world. Don't type as if you're in a chat room or texting someone.

Mute characters are expected to communicate through noises and emotes, and use custom emotes to convey their character's actions in a "show, don't tell" fashion.

Static Roles

Unlike servers like Lifeweb, we have no role dampening. This is when if a person at roundstart rolls for a certain role, their chances of rolling this reduce each time, until other players are prioritised instead. This is why we encourage players to play different roles as unlike other other servers, we allow you to play whatever role you want them in, granted it makes sense with their personality and backstory. Nobody wants to see the same Duke ad infinitum.