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Alexander General Role-Play Guide

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You obviously have at least some grasp of how a fantasy game works as well as at least a basic idea of the term RP (Role-playing) here we'll go a few steps further into the concept and hopefully get you on a good track for playing an active time role-playing game. We'll do this in a step by step instruction to start with creating your character.

Character creation

First, understand that this is a FANTASY game. You are not you when you log in. Make sure you remember that. Immerse yourself in your character and try to be someone else. I mean in RP, you can be pretty much anything you want. That holy hero, that vile villain. Don't miss out on the opportunity for this and have fun with it all. Think about who and what you want to be and play that out. Try not to mix too many things together though. I've seen people do things like half orc, half dragon races. Of course the two wouldn't mate so this is viewed as a big no no. Try to be unique as well. Having too many princes’ gets redundant for example. Also remember the genre of the game. Guns, spaceships and the like have their place, but not in a fantasy game.

Pick a good name. Not something like Batman etc. That will just make you look stupid. Some games allow pictures to be used as well. There are many art sites you can look up pictures from and if you want, there are those who can tweak them in a paint program for you.

There is a lot to choose from so it may take a long time to find that perfect one, but it is out there. Just make sure it's appropriate. No nudity ETC. When you have a grasp on how your character looks and acts, think of where he/she is from. Make at least a short history for them. This will add depth to your character and will help you broaden a few things in your RP. Speaking of that, let us move on

Role-playing effectively

Okay, here we go with the nitty gritty. First off, you are not you, you are your character. Play the part. Think up a history, lifestyle, way of thinking, of acting, fighting... as many things as you can fit into it. Immerse yourself in the part. Role-play is essentially acting. Try to stay in character as much as possible. For talking, remember to use the OOC command for out of character talking. Also, remember that anything said or done is usually in character as well. Remember to read your room descriptions as well. Some have directions, things you can search to find items and other things as well.

Here is most important issue regarding this kind of game. KEEP IN AND OUT OF CHARACTER MATTERS SEPARATE! I cannot stress this enough. Just because someone is your enemy in character does not mean they hate you in real life. Many people make the mistake of mixing these two together and it causes nothing but problems for all. As well, don’t make this game a life endeavor. Yeah it is fun and all, but don't shut the world out just to play it all day. Some people make the mistake of becoming so attached to their character and to the game that it becomes an addiction. This can get very dangerous as if that character is killed or betrayed, it affects them out of character more than it should, and with some, they give up friends, family and their life around them because their in character life is viewed as better than their real one. Yes it is easy to like the fact you can control your character life more than your real one, but please do not let it go that far. This game is to be for fun, don't take it too seriously.

Good and evil alignments

By now you should at least have an idea of alignment. Now I'm not going to break it down fully for you but it basically goes Good, Neutral and Evil. Neutral is not bad and has the freedoms the other two don't. Obviously good and evil characters will not get along. Try not to play a good character who hangs out with evil ones. Looks just odd. And the same in reverse. Try to think of what you want your character to do in the future. Enslave all mankind, save it and be a hero... Take these in mind as well.

After you've created your character and thought out how he/she is going to be in the game (or at least have a general idea.), you're all set to start playing

RP Dueling Guidelines

Here is outlined a few guidelines on how to effectively duel. These are a few things that have been picked up over the years and are things many people judge from, as well as the standard many try to keep to when they themselves duel. Everyone has their own specifics on how they judge a duel. Here are a few that may or may not be included.

  • Spelling/grammar
  • Originality/believability
  • Matching equipment to what a character is wearing
  • Attitude
  • Defensive moves/taking damage
  • Attacking moves/keeping to restrictions
  • Descriptions (i.e.: Emotions, enviroment etc)
  • Time limits
  • In character/Out of character
  • Judges

Spelling and Grammar

Simply put and understood, but it’s always a good rule of thumb to type moves in WordPad or some other writing program. It’s a neat way to beat the system and helps not to confuse people reading moves. HOWEVER, bear in mind that not everyone is a writing genius so bear in mind that fancy writing and the use of big words are not the fundamentals of dueling and are not even close to what matters as a whole when deciding a winner.

Originality/Believability

More or less how you present your moves. Wow your judges with everything you can, but don't go overboard. Few people can pull off what are called "God moves" Therein lies believability. Corresponding to class and race also fall under this as well. But don’t hesitate to toss anything in there. You’re here to overpower and out skill your opponent. Godmoding is a term used by people with lesser imaginations that want an excuse to put themselves at an edge. Auto hitting as well fits in this.

Matching equipment

Just make sure if you RP using a weapon, that you have it equipped. A minor thing yeah, but helps a bit too unless you RP something you can't buy.

Attitude

This is probably the most important thing. Many have been known to judge against people who would have won, but say in their last move, make it purposely stupid, thinking they are going to win no problem. Many hate that kind of arrogance especially from veteran RPers who should know better. Just be serious about your duel. That is all.

Defensive moves/damage taking

You are not invincible. You cannot defend every move thrown at you. Bear this in mind when defending. Take a bump here and there. Adds flavor to your move. Healing you can also incorporate, but don't overdo it at least in the duel. Now one thing that has been debated for years is the concept of "Auto-hits" Bear in mind that there is NO move that cannot be countered. Many people have been killed many times, soul crushed, limbs torn off and each time it is possible to come back with a defense. People who complain about such things just don't have enough imagination and in this game, role-playing IS imagination. Learn and explore everything. Experience is the key here. Soak it all up.

Attacking moves/keeping to restrictions

You're here to whoop the crap out of your opponent. Throw everything you can into your attack. Devastating your opponent will give you points from judges. A cool trick is to have a sub-attack in your move to incapacitate your opponent. For example, a bard using a paralyzing song while attacking with a summoned creature. That gives your opponent more to defend against and can sometimes fluster them, drawing more attention to your moves. HOWEVER, do not write a book for one move. Overdoing it will prompt your judges to merely skim your move rather than read it in depth. Long moves can also bore readers unless you are going all out with a certain person. Restrictions can include anything. Time limits, no magic, no weapons among many others. It is encouraged to not have auto-hits restricted as per what was said above. Keeping to restrictions is also key to getting votes. Break rules and you'll no doubt lose or tick off your opponent, ending the duel either way.

Descriptions

Where are you? What are you thinking, feeling? Keep these in mind when typing out your move. Squeeze every little goodie you can in. Think of it like writing a story. You set your mood, scene and the like in BEFORE your initial move and sometimes in the midst of it as well. Speaking to your opponent... try to keep it to a minimum. There is far too much action going on to be talking a lot. A short word or sentence here and there is fine, but again, don't overdo it. Environment can be a useful key as well. Describe what is going on around you to help add to your moves. That and it may help you get ideas on certain attacks and defenses.

Time limits

Reason for taking this from restrictions to its own section is due to its importance as a separate thing. A duel can take on average 30 minutes to an hour. People do have other things to do in the game and don't want to wait extended amounts of time for you to type in one move. It may be overlooked if you go one or two minutes over, but anything around 5 and more is a definite no-no.

In character (IC) and out of character (ooc)

Just like in normal RP, these two affect a duel the same way. Keep your out of character comments about the duel to yourself. It royally ticks people off when you criticize your opponent, especially during a duel. Everyone is there to learn, have fun and challenge themselves. No one is equal, and if you decide to point that out, especially judges, you will annoy them greatly. A judge can well see mistakes in front of them. Don't point them out.

Judges

Choosing a judge is also a key thing. You of course want it fair. Best way this is done is for there to be three judges. One chosen by you, one by your opponent and the last decided by you both. This keeps everything unbiased and gives no one room to complain about the final decision. For those who are judging, keep in mind this is an OOC responsibility. Don't get your characters involved and for Gods sake, don't judge in favor of whoever your friend is. Be completely unbiased in judging. Combatants, bear this in mind too. If you think you choosing a friend will give you an automatic win, think again. And don't be ticked off if they vote against you. If you lose, take the loss and don't complain about it. Its not like it is the end of the world, it’s a game after all. Bear in mind that ALL this stuff is not Hollow rules or the way other judges do things. However, keeping to this set of guidelines will in all be beneficial to your dueling and overall role-play in general.

Dueling Styles and Rules

Now there are several ways to duel. Some duel for fun, others for stakes. Pretty much anything the imagination can bring up. Here we’ll go over a few and their inner workings.

Soul Duel

Typical stakes duel. End result being that the loser relinquishes his/her characters soul to the winner. The loser MUST adhere to the final judgment and role-play their character accordingly. Now don’t just blow it off like your character doesn’t need a soul and don’t give out that excuse that your character never had a soul in the first place. That is bad form plain and simple. Role-play it out like you lost it. Duel winners however must bear in mind that eventually down the road, the soul MUST be returned unless the person does not wish it. A soul is in fact a core detail to a character and it must be respected as such.

Death Duel

A personal favorite type that many use. Plain and simple, the loser dies. Their character is erased from Hollow (Including all items and gold held) and must restart by making a completely new character. Some have tried to role-play out that they were resurrected and use a different name, yet fundamentally the same character. Again, this is bad form and cannot be done. If you are willing to place your character on the line in a duel, be prepared for the consequences. One addition to a death duel is that the winner is allowed one extra move to deliver the final blow, killing their opponent. Loser bear in mind however that if you are caught transferring any gold, or items to a friend to pick up with a new character, an administrator will delete those items as well as take any other punishment steps they deem necessary.

INV Duel

For some, a great way to earn extra gold and items, for others a way to keep your character down. With most, this style of duel is preferable to the death duel simply because gold and items can be replaced, characters can’t. Loser transfers any agreed items and/or gold to the winner. Bear in mind however that if you are found cheating the winner out of their prize by withholding items, an administrator will transfer those items and any necessary punishments will be given.

Clan Wars

Now any clan can declare war on another and hunt the characters as they see fit, yet for an actual clan war to take place, the leaders of both clans must agree to it. Clan followers have two choices, either fight with their clan, or leave the clan. Since Clan wars are usually done to erase the opposing clan from Hollow, these rules must be followed to be fair for all. For duels within a clan war, the primary stakes involved is that the loser must leave their respective clan until the war is over. If their clan is the victor, they can be added back of course, yet if defeated, they cannot take further part in the clan war. A clan war is over when one of the two clans goes below having the required 7 members. At that time, the leaders MUST disband the remaining members of their clan and leave it themselves. Failure to adhere will result simply by an administrator deleting the clan themselves as well as any other punishments towards the clan’s leader.


This page was originally written by Alexander and was placed on is help site, the article was later placed on Alexander and Lionel's joint Hollow help site.