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Section 7: Roleplay Etiquette

7.1 Entering a Scene   7.2 Conflicts In Character   7.3 Languages   7.4 Social Abilities   7.5 Commentary   7.6 Contests   7.7 Adventure Rooms   7.8 Out of Character   7.9 Seeking Someone   7.10 Narratives & Two Worlds   7.11 Responses in Channels   7.12 Proactive Actions

7.1 Entering a Scene

Many times we find ourselves being available to play or coming out of a scene or one shot when other scenes are taking place across the play space. While we have rules of how and when to enter there are also ways to do things more constructively that help builds the scene. Thus we have placed additional information here.   7.1.1 Public Scene   Public scenes are the most common interaction you will have with entering a scene but also tend to be amongst the most commonly mishandled. In instances when you are entering the tavern you should first read through the last set of posts minimum so that you can understand where people are. From there you can enter the tavern waving to those present and you wish to and maintaining that position. Allow those currently playing to react and post prior to going and moving about the tavern.   7.1.2 Private Scene   Private scenes are handled in a number of different ways. Since it is already a rule of joining private scenes to message those involved to make sure it is okay to join part of the etiquette here is noticing the tone of the scene and knowing how they want your character to enter the scene.  

7.2 Conflicts In Character

Conflicts happen in character over a number of various things from one shot gone bad to personality conflicts. There is a number of different ways to handle them as well as ways to work through them and build a story.   7.2.1 Escalating Events   Escalation of events is something often not perceived by the party who is doing them. These event can often build multiple times because we have blind spots and "my character is just being my character." When a party escalates a conflict the other party either raises to that point or higher. If the situation is escalated on you and you wish to have it slow or deescalate, then you can usually make a comment on it in character.   7.2.2 Discomfort   Sometimes the conflicts hit people in the real world even though it is purely in character. Discomfort might be the way the argument is headed, i.e. the feeling of belittlement, or the subject over the argument. This part of etiquette is purely based on the out of character portion of people roleplaying together. This does not allow people to avoid "I want my character viewed this way only" or "Well how was I to know fireballing the group of people would kill them all".  
   7.2.2.1 Direct Message
The first step in discomfort over a character to character conflicts is sending a private message. When you send this message to explain where your discomfort is and look for resolutions. Remember both characters separating is a good choice if it just needs to be shelved for a bit.
If someone comes to you and is having trouble with a certain conflict and you agree to separate or drop it for the time being going to another group of people and ranting doesn't really help the situation. Piling on is not fun for anyone.
     7.2.2.2 Moderators       In most situations, conflicts in character should largely be resolved in character. However, sometimes events will transpire which two players are unable to resolve a situation between themselves. When these situations occur you can message the moderators to look for a solution, mind you this might not be putting your character in the light you wish to be in.  

7.3 Languages

There is a number of different languages which people use in the various games which take place on this server. While the only one which we use in English is common the other languages we don't use any sort of outside translations. Instead, we have two ways to separate out these other languages.   7.3.1 Spoilers   First off and the most common is bolding the language using "*(x2)" and using the spoiler tags "||" both on either said to create a spoiler. This allows anyone else who speaks the language to know what is being said.   7.3.2 Direct Message   The other way if there are hushed whispers in a different language then usually "Rolen whispers to Chrystal in Celestial" is usable. This allows others close the potential to receive a direct message.

7.4 Social Abilities

Player to player social skills is disabled in roleplay as a general rule. This means that most resolutions come down to the players and their words and relationships rather than a roll of the dice. If both players wish for a roll to resolve a conflict of social skills or insight into the mood then they are welcome to use them.   7.4.1 Persuasion   The most common skill used in our day to day interactions is the persuasion skill. From trying to have people empathize with our feelings or more align them with our way of thinking most situations come down to the persuasion skill. Without rolls, it is your words and relationships which guide you through these character to character checks.   7.4.2 Deception   Deception is any time you are trying to hide information, lie, or misguide an individual. These checks had only ever really been able to people who specialize in the skill however with the system we have now it allows people to use their words to swerve individuals into not knowing the deep dark secrets at first meeting.   7.4.3 Intimidation   Intimidation between characters is often the hardest skill to deal with in the system. While making threats is often easy most players will be heroes as well. This is largely up to two players agreeing on certain things in which a story could be told.   7.4.4 Insights   Generally, the counter ability to most social skills, insight is also disabled as a rule. While we allow players to agree to use this to see mood insight is generally you and your characters ability to empathize with your other players.   7.4.5 Telling a Story   The reason we changed from the rolling for social skills was to open up more storytelling between characters. Some of this can create amazing and unique story moments in which a character can choose to confide a deep secret without everyone knowing something is wrong day one. We want characters to feel alive and have the ability to rise and fall on their words and actions not just a single roll of the dice.  

7.5 Commentary

Commentary is defined in this usage as the discussion of character actions in either Player OOC, Direct Messages, and Voice Channels. While we often enjoy telling stories and reliving moments the constant second-guessing or "I wouldn't have done that" which may occur in these channels is generally frowned upon.   7.5.1 "Shipping" Characters   While we have always enjoyed calling which characters might hook up or enter a relationship, this can cause a variety of issues for people OOC. We ask that you make sure this isn't something you harp upon in these channels, however mild comments from time to time are still fine.   7.5.2 Second Guessing   Each character makes their own decisions based on the perspective of the player and the character. While sometimes these decisions are not optimal it is not anyone's place to second guess them in out of character chats.   7.5.3 Jokes & OOC   Over our history, many small things have become jokes about characters and taken on a life of their own. While there are many situations everyone is happy with these jokes there have also been multiple times where people are not okay with the jokes. When someone is getting upset about the joke that is the time to stop using that joke.  

7.6 Contests

Contests are defined in roleplay as anytime which two players are on opposite sides of a skill check or combat situation. Like with social contest there are various ways to work through these situations between players or against the world. The subsections here are different ways to deal with them.   7.6.1 Free Form Roleplay   Freeform roleplay is a type of play in which players are allowed more creative freedom in their actions. This system is generally looked at as the player describes their actions while leaving the resolutions to their roleplay partner. example: "Rolen rushes forward launching into the air bringing his dagger down towards the hobgoblin from above." A response would be: "The hobgoblin takes a side step as the dagger just misses the chest. He roars out with the blood of the villager still dripping from his teeth, raising his sword as he charged wildly swinging" And so on.   7.6.2 Narrative Storytelling   We define Narrative storytelling in contests as a system in which the players define theresult of contests and events without any rolls. The purpose of this storytelling is to tell interpersonal stories across usually various events.   7.6.2.1 Agreeing   In most cases when Narrative storytelling is being used people will agree upon the outcome of the event. Once the resolution is done it is also recommended to agree upon the major events on the lead-up, however, it can also be handled as generally trusting your roleplay partner.   7.6.2.2 Disagreements   In some cases, there may be disagreements with the story points leading up to the result of the event. In most cases, we suggest attempting to find a middle ground. In cases where disagreements can't be resolved, we ask you to switch to Rolling dice.   7.6.3 Roll them dice   If none of the above systems are agreed upon or if the players come upon across disagreements in the above in the various systems we revert to normal mechanics wherein you roll against one another.  

7.7 Adventure Rooms

The Various Adventure rooms are open to use by any group of players even without a DM overseeing them. Adventure rooms can be used from small social events to hunting and even exploration. Depending on the goal of the adventure a DM might be required, examples of this are a deep exploration of new areas, traveling to a foreign town, or anything else which might interact with new parts of the world.   7.7.1 Who   All players are welcome to open an Adventure Room at any point in which the room is open. You should gather your group of players and begin to open a room. You may allow people to enter after the start of the room if the adventure is being held within a distance they could join.   7.7.2 Where   Most adventure rooms take place within or in the immediate area of the main settlement. This generally comes from player-generated events such as a cookout, hunting trip, or other small fun daily event. In the adventure rooms, it is possible to be anywhere in the world should the proper travel time be used.   7.7.3 Why   Every adventure room should have a purpose for being one. When creating an adventure room the purpose should be known by at least the person running it, however, in most cases, every player taking part in the room should know a general idea. Relaxing or delving into someone's backstory is always a welcome reason for the room.   7.7.4 When   Planning out adventure rooms is always something that has had some minor issues. Some adventures like exploration which require a DM to oversee might open additional rooms for longer adventures. You should make sure that the majority of your active players are available for a reasonable amount of time to complete the adventure room if they are not and it might not get resolved all at once check with a mod if you can claim one for longer.   7.7.5 How   When you are ready to start your adventure you should follow the format to start your adventure like so "=== The Dungeon Escape ===" Once you have posted this line set your scene and allow your players to enter, while your character is in the adventure and if you are leading it to make sure to bold things you want them to react to. Using Italics for descriptions, and also bold out names of any NPCs which might be speaking. When your adventure has come to an end please use the format to end it "=== End ==="  

7.8 Out of Character

 
While most of our rules and etiquette focus on the in-character aspects of our game the out of character portions of roleplay and mental health is equally as important to us. The separation of in and out of character is often something people think they have under control but often miss that it is hitting them.   7.8.1 Speak Up   Often the person or people you are roleplaying with will on the surface see or believe that you're fine with the events taking place in character. When your fellow players believe that you're okay they will often not think to check in with you and reassure you that things are all in character. Thus the best way we can employ to counter these events is using speak up method. If you have any doubts about things not being purely in character we ask that you speak up to the other players. If for some reason you can't feel free to speak to a mod knowing this may take a few days to get back to you based on workload at the time.   7.8.2 Direct Message   In cases where speaking up and talking to the person directly doesn't help with the situation and you might still be feeling like events are personal be it a joke or other issue which seems to be a running thing employed we ask that you use a direct message. Asking someone to drop a joke or topic because it affects you out of character should be employed. If multiple people are asking them all is also something that should be done prior to the mods getting involved.   7.8.3 "Bleed"   Bleed is a dangerous thing to experience in when it comes to roleplay especially in the type of game and server we have. Bleed is the adapting of in character emotions and feelings to your real life. Each character generally has some part of ourselves in them so our natural empathy tends to make us reconcile their emotions at the moment. Feel what your character feels in the moment is not bleed it is empathy, bleed is when the lines between characters and people are blurred. People have in the past almost believed because of their in- character relationships that out of character things would happen. Because many of us spend so much time together these events can be heightened and bleed becomes a real thing.   7.8.4 Rest and Recovery   The most important part of Out of Character is your mental health. As this is your entertainment and free time generally it is one of those things in which make sure to take the proper time to rest and recover is very important. Your characters or you are never penalized for not being on the server, any major events are times in which we say your character answered the call unless you choose to not take place in your own decision. This is not a grind out MMO game so taking days or weeks off to rest and recover from any stress is recommended.  

7.9 Seeking Someone

One of the most common issues we have with the server running 24/7 is that people live and play at different times. With our community spanning nearly every time zone coming up with narrative reasons for people not meeting up can put a character in a bad light when if this was the real world there would be no disconnect.   7.9.1 Direct Message   When seeking out someone who is not online or plays in a different time zone then you the first part of meeting up with someone is to direct message them. Once they respond to you then you can either see if they can meet at the moment or set up a meeting. Note: You will not be accused of meta-gaming so that two characters can cross paths to share information or have a discussion.   7.9.2 Setting a Meeting   If the player is unavailable to play at the moment, you should plan a time to meet up and have this discussion. Using the Tavern is always an easy meetup place and if it is something more personal a walk down the beach to take it to DM's or the forest generally give you enough privacy to have these discussions.  

7.10 Narratives & Two Worlds

Many times we have several narratives happening in the games but we find ourselves busy taking care of our real lives. It at times has caused people to feel like they miss out on in-game stories and events. Because of all this, the etiquette surrounding these conflicts is being placed here.   7.10.1 Characters & the world   Characters interact with the world like there is nothing else in their way to participate and live in the world. Thus there is no need for a person to say "I eat breakfast" if they are not playing at that time. Characters remain in "NPC" mode when your not playing, thus they go about a normal daytime routine of eating, sleeping, taking care of themselves unless the player decides they didn't. With major events they often are semi-aware of things however at times you may want to forgo that and learn about something in more detail in character.   7.10.2 Players & the world   Players and the in-game worlds may have a bit more of a disconnect because of breaks and real-life getting busy. It is generally attempted that you learn of the events in character, especially the minor events. However, for major events which someone might have been on break, it is more than acceptable to ask a fellow player or mod to give you a summary of major events and then direct you to speak to people in character for more information.   7.10.3 Server Events   Major server events that take place from roleplay (discord) events to major fights in which the party limit is waved are often considered to be something every character attends.      7.10.3.1 Taking Part       Everyone online is invited to join in on server events many of which are held outside of normal turn order. The person or people in charge of the event will generally work through and give prompts to what to roleplay (in discord) or if there is a roll 20 component then people will often be handled in turn order. If you have access to voice then you are welcome to join the voice channel.      7.10.3.2 Not Available       If you are not available during the major server events it is taken that your character is there assisting the event. Like a massive battlefield, the event follows the people in the major scene, focusing in on one part of the conflict. For those people who are not online, they are usually off- screen and can tell their own minor stories which fit within the narrative of the event.      7.10.3.3 Objecting       If you are not available for the event and wish to also not have had your character join in the event that is also acceptable. You simply upon becoming available tell the mods that you were not taking place in the event and we will make sure that it is noted from our end. This can lead to discussions about where you were during the event and allows you to tell them why.     7.10.4 One Shots & Time   In most cases, the one-shots are held outside of real-time due to the various issues with trying to play at a 1:1 time ratio. We have a number of different styles concerning these events and how they are reconciled.      7.10.4.1 Standard One-shots       The system which has been employed for most of our one-shots is that multiple days of travel and adventure happen over the course of a four-hour block of time. This system has some issues with narrative storytelling however also allows people to speak more regularly with their friends.      7.10.4.2 Exploration Style One Shots      Any bounties or games which have the exploration tag are games which the travel to the site runs in real-time. This means if the one-shot has (Travel time = 7) it would take seven days of roleplay in a travel room to arrive in the one-shot. Most Exploration style one-shots might have multiple parts and in the end, allow for a quicker return. Due to this event, there is generally exp rewarded for traveling days.   7.10.5 Travel outside of One Shot   All travel outside of One Shot games is done in real-time. You can generally traverse a hex per day. Look to the World Anvil for the game for the various travel speeds and exploration rules when they are posted.

7.11 Responses in channels

This section is more a guide on etiquette then rules as responding in a channel is always something which can force people out of them because some of us type much faster than our friends. Also with some of us on computers and some on phones the speed at which we can roleplay varies.   7.11.1 Small conversations   In small conversations between a few people, it is good etiquette to allow each of the members to post before posting again. With one or two other people involved in the conversation, this allows people who are typing slower to not have to edit and fall behind what they were saying. If there was a direct single question to only one character it is generally okay to answer that before someone finishing their response.   7.11.2 Larger conversations   In large conversations waiting for everyone in a room to respond is not likely to be a valid way to respond and keep the flow of roleplaying. Reading the pace of people involved in the conversations is a skill you learn over time. Generally, you should allow for multiple people to respond before you post, think of it as you should only have one post on the current scroll before you post your second if the room is moving fast. Another good rule is waiting for two minutes before responding and making slightly larger posts. If you think someone missed your post a friendly reminder in dm that they have seen your post may help someone not ignore you.   7.11.3 Timing of conversations   Timing of reactions and posting is another skill you learn throughout playing. With people sometimes multitasking in conversations reaction posts of pure movement should be held if the room is moving fast and be added to your main post. If the room has several people but moving at a slower pace placing them in direct reaction to a post is fine. You should always wait about two minutes from posting you enter a room and take your first action before you join the conversation. This gives people a chance to react to your arrival and possibly invite you into a scene.     7.11.4 Fluster   Some people will suffer "Fluster" in large conversations or fast-moving chat rooms. While the only way to get better at these is by doing them, if you become overwhelmed leaving the scene and possibly having someone join you is a good plan
Section 1: Forward
Section 2: Server Rules
Section 3: Complaints
Section 4: Punishments
Section 5: Server Etiquette
Section 6: Roleplay Rules
Section 7: Roleplay Etiquette
Section 8: Patreon

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