Bad Roleplay Guide

About Guide

Creative Commons License

This guide is intended for 'Souls RPG, though it may be used in whole or part elsewhere, provided you link back to Tears, Bones & Desire. You are free to link to this document if you please, or you can download it, modify it, and reupload it. You must keep an attribution link to Tears, Bones & Desire.

Introduction

Although I would decline to differentiate between "good" and "bad" roleplay, there are several behaviors often employed by newer players who aren't used to writing in a roleplaying environment. Occasionally, older players engage in these behaviors as well, and while some of them may seem harmless, they are at best irritating to other player; at worst, they're against the rules!

Some of the more severe behaviors listed herein can actually get you banned from a roleplaying game. Many boards have rules against powerplaying and godmoding. Severe and repeated infractions of this nature can result in unhappy players and administrators, and an eventual ban for the player engaging in this behavior!

Many concepts herein were established in classic tabletop or LARP games. The concepts themselves are nebulous across games and different "circles" of roleplay -- what is "powerplay" at one game is referred to as "godmodding" at another. This guide does not purport to be the be-all, end-all of these definitions; instead, it seeks to provide a basis for game administrators, if they so wish to define powerplay, godmoding, and other "bad behaviors" in the same way I have. Basically: there are many variant definitions for these behaviors -- you may or may not agree with me. :P

This guide is designed for a Strong Consent game -- i.e., games where "players cannot control anyone's characters but their own. You cannot kill another character without the player's permission; you cannot so much as force that character to blink without that character's player's permission."

See Also

Major Concepts

These major concepts are typically against the rules. Some games choose to bar these behaviors outright in their game's rules -- other games rely on the tacit assumption that such behavior is never okay. Unless you're certain your roleplay is okay with a certain behavior (e.g., a non-consent roleplay would not ban "powerplay"), you should avoid them.

Godmoding

Definitions
godmoder (n.): a player or character which engages in metagaming, powerplay, twinking, or any other behavior which is against the tacit rules of roleplaying
godmoding (v.): the act of godmoding, generally in reference to an action or behavior of the player

Godmoding is a catch-all term referring to several "roleplay bad behaviors." These various behaviors attempt to twist the roleplay in the godmoding player's favor.

"Godmode" gets its name from console gaming. It refers to cheats enabled which allow "a player to activate features such as invincibility, unlimited ammunition or lives, or similar power boosts" (Godmoding).

There are two types of godmoding: "passive" and "active" godmoding.

Passive godmoding is harder to identify. Passive godmoding is sometimes unintentional. There are three primary forms of passive godmoding in forum roleplay:

Active godmoding is generally blatant and easy to identify, though there are (as always) exceptions. There are two primary "subtypes". These behaviors are very likely to result in a ban.

A player who is engaging in active godmoding is godmodding -- that is, engaging godmode for their character.

Example: A character has been attacked, and his leg was severely injured. A week of game time after the attack, the character engages in another fight thread. In the second thread, he makes no reference to his severe leg injury. He has godmodded super-healing powers for his character.

Example: Two characters engage in a combat thread. One of the players has her character dodge every attack and refuses to allow their partner to inflict damage to their character. They are godmodding unrealistic and excessive speed and dodging ability.

Godmodding

Definitions
godmodd (noun): the specific type of godmoding that revolves around character creation

Godmodding differs from godmoding (one d). The differences are subtle, and the terms are sometimes interchangeable in that godmoding is a catch-all term. However, godmodding specifically refers character creation and character skill level advancement. "Think 'modifying' as opposed to 'mode' for pronunciation" and keeping the difference between the two separate (Godmodders).

Godmodded characters are often created by munchkin players who are determined to dominate the game in some manner. Godmodders play characters who are unbeatable, and given that free-form roleplay allows for incredible freedom, this is a common problem in forum roleplay.

Example: In a medieval roleplay where the vast majority of characters are little more than poor serfs, a new player brings in a serf with impeccable English, books, clean clothes, and -- oh, yeah: a longsword, and the ability to wield it with deadliness and precision.

The big problem with godmodding is the likelihood other players engaging in the same behavior -- "[t]he average player just scales up his character's power to match those of the god-modder, thus, you'll have a lot of characters go from backwater drifter with nothing but his sword to a great and ancient warrior descended from the heavens with his magical sword of supremeness to fight once again" (Godmodders).

In roleplays with frequent combat or character skill, this behavior can be incredibly annoying and may be difficult to prevent without implementing a hard-line numerical skill system. A form of godmodding can occur long after the character's original creation in skill advancement:

Example: A character picks up the guitar and becomes an expert in less than a week. This is a weak form of "godmoding" for its lack of realism -- realistically, people take years to master the guitar.

There are more innocuous forms of godmodding, too. Characters who lack flaws and weaknesses may be considered Mary / Gary Stu characters. Normal people make mistakes and have problems and flaws. This isn't to say your character shouldn't have strengths or success, but when your character always knows the right thing to do and say, it can get incredibly boring for you and it is likely to irritate the crap out of your fellow players. Most roleplaying games won't ban you for making a Mary / Gary Stu, but many will ask for edits before accepting you. Games you should probably avoid anyway will reject your Mary / Gary Stu.

Powerplay

Definitions
powerplay (n.): the exertion of control of another's character
powerplayer (n.): one who exerts control of another's character, refers to the player
powerplaying (v.): the act of exerting control of another's character

The most common example of active godmoding is known as powerplay. This form of godmoding occurs most frequently in consent-based game, where every player controls only their own character. In these games, any attempt to control any part of another player's character is powerplay. There is only one instance powerplay is acceptable: when both parties have agreed to it.

Other games may be "limited consent" -- e.g., realistic consequences are enforced, but character deaths require player approval -- or "non-consent," meaning there's a much narrower definition of powerplay, if one exists at all. The following is not intended for limited consent or non-consent games.

WRONG: Azazel charged boldly toward Baphomet, swinging his clawed fist toward the other man's head. Azazel's claws raked the side of the other man's face, ripping through his flesh and causing a torrent of blood to gush from the man's face.
WHY: Obvious example of powerplay -- you cannot connect your own attack and you cannot dictate the damage inflicted to another character.

WRONG: Azazel charged Baphomet, swinging his clawed fist toward the other man's head. Baphomet jerked his head to the side at the last possible second, but Azazel was quick to recover from his missed punch, growling at the other wolf.
WHY: Even though Azazel's player did not indicate damage, he still forced Baphomet's head to move, and exerted control over the other players' character.

RIGHT: Azazel charged Baphomet, swinging his clawed fist toward the other man's head.
WHY: This is the safest example -- Azazel's actions have nothing to do with Baphomet other than that they are heading toward him and allows the other player to dictate exactly what happens to their character.

RIGHT: Azazel charged Baphomet, swinging his clawed fist toward the other man's head, aiming to rake his claws through the other man's cheek and rip the flesh from it.
WHY: This is less safe than the other. Describing the potential damage caused by an attack is alright, but you must be very careful with your wording in these instances.

Powerplay can be difficult to avoid especially in combat situations. Try to remember a few points:

Powerplay also occurs in less serious situations, such as automatically imposing a particular reaction on another player's character. Even something as innocuous as completing another characters' actions for them can be considered powerplay.

Example: If Azazel and Baphomet are hunting together, and Azazel posts a leaping attack to the moose, even if it Azazel's player intends a connecting attack, it could still be powerplay for Baphomet to assume so; perhaps Azazel's player intended for Azazel to miss and do something even cooler to recover.

Powerplay can also occur with any assumed interactions taken with another character, however minor. If you're making an assumption about a character interaction, it's wise to contact the players involved beforehand!

Example: Azazel is talking to Baphomet after their hunt, and Azazel says he spoke with Oriax about where to bring the meat after the hunt. Azazel and Oriax's conversation did not occur ICly and is an assumption on Azazel's player's part. If Oriax's player has not agreed to this assumption, it is powerplay.

There's also a rather harmless form of powerplay which occurs in character profiles. Frequently, players write presumed reactions about their character. This is a very weak form of powerplay; it presumes a reaction from other characters. However, this form of powerplay is generally not an issue unless the player attempts to force other characters to react the way their profile states.

Example: In Azazel's biography, his player states:
Azazel is fearsomely handsome, and the women he encounters swoon over his hardened muscles and thick, luscious hair. His piercing yet soulful gaze is enough to melt the frost of any lady's heart.

Metagaming

Definitions
metagaming (v.): the use of out-of character knowledge in-character
metagamer (n.): one who metagames

Metagaming is the use of Out of Character (OOC) knowledge to change In Character (IC) interactions, thoughts, or behavior. "When a character knows information that they shouldn't - this information could be taken from a forum they aren't supposed to have accessed, the user's prior knowledge on a subject ... outside conversations about characters, or anything along those lines" (Alverez, Luca).

Metagaming is a pervasive problem in roleplaying. It is sometimes difficult to avoid metagaming, and many roleplayers are guilty this behavior. Essentially, do your best to remember that your character is a completely separate entity from yourself. Your character can't read the other character's profile and therefore is unaware unless the information is gained ICly.

Example: Azazel is brand new to 'Souls; he has never been here before, and he knows nothing of the packs. However, in a roleplaying thread, Azazel identifies Baphomet as a member of the SuperAwesome pack, and verbally states the pack's name, despite having never received the name.

Commonly, combat-relevant metagaming occurs when one character perceives a weakness and adjusts his or her fighting style accordingly.

Example: Azazel and Baphomet get into a fight. Baphomet's player, Alice, reads Azazel's profile and learns that Azazel is a very brute-force fighter, charging in blindly to bully his opponents. Prior to this, Baphomet's style was much the same, but for this fight, Alice plays him as a hang-back, defensive type to take advantage of Azazel's style.

RIGHT: "Azazel strode proudly toward his opponent, his movement betraying nothing of the freshest injury on his foreleg. The wound had healed and it was nothing more than a scar now, and though it still ached quite a bit, it hardly bothered him anymore. He was no longer limping, and his stride was confident as he approached the other wolf. His opponent did look rather strong, though Azazel had yet to fight this man, and size alone could hardly determine the outcome of the fight."
WHY: Azazel speculates on Baphomet's strength, but he doesn't know for sure. Naturally, your character may assume things about another character from the way they look, but they may not derive information that is not overtly obvious.

WRONG: "Baphomet faced his opponent, staring him down as he approached. Without speaking the wolf darted forward, not waiting for official proceedings or greetings to get in the way of destiny. He darted for the wolf's foreleg, snarling the whole way as he reached for Azazel's old injury, intending to damage it further."

WHY: Baphomet should not have known that Azazel had an injured foreleg -- this is information that Baphomet's place, Alice, gleaned from Azazel's post. It was a passing thought in Azazel's head, and the player specifically stated the character was no longer limping. Had Azazel been limping or showing exterior signs of injury, Baphomet's player would not have been metagaming.

A serious form of metagaming occurs when a character literally acts as a mind reader.

WRONG:
Azazel: Azazel really disliked Baphomet already, but as the wolf was alpha of the pack, he was required to show respect. As such, the pale wolf did nothing but smile and nod his head as the man continued to prattle on and on about how awesome the pack was. There was nothing in his outward demeanor to suggest Azazel wanted nothing more than to go home and sleep; for his duty of respectful subject, he played the part excellently.
Baphomet: "Well, jeez, what crawled up your ass? You know what, just get the hell out of my pack," the wolf growled, stamping his foot petulantly at the other wolf. He could have handled being told to just shut up; he knew he tended to go on and on about how awesome the pack was, but he didn't like Azazel's attitude. As far as he was concerned, newcomers who were that full of themselves could just go die as a loner.

WHY: Baphomet has no way of knowing Azazel's feelings if Azazel is making no outward indication of them. Baphomet's player is using their knowledge, gained by reading Azazel's post, to influence Baphomet's actions.

Metagaming may be far more subtle than the examples here provide. Please see Wikipedia's metagaming article for an in-depth explanation and a wide array of examples.

Minor Concepts

"Minor" is not intended to suggest these concepts are any less important! They're simply encountered less frequently.

Twinky

Definitions
twinky (adj.): characters that act nonsensically from an IC perspective; a gross violation of realism and believability
twinking (v.): the act of being a twinky or acting in a manner that is twinky
twink (n.): the roleplayer of a twinky character; derogatory

Use of the term "twink" to describe a roleplayer is somewhat derogatory, but "twinky" nonetheless accurately describes a type of roleplaying behavior. Use this term at your own risk.

"Something that conflicts with an established and defined roleplaying setting" or "gross violation of believability" (Talzhemir). This is generally used to describe characters that act nonsensically from an IC perspective, and varies from game to game. Twinky can also refer to extremely unrealistic circumstances, events, etc.

The classic example of twinky character behavior is the character who walks into a bar and starts a fight for no reason. Realistically, a person who did that in a setting where barfights are effectively and immediately dealt with (e.g., a medieval setting where characters enforce their own justice) would never do this for fear of the consequences (e.g., every moral person in the bar leaping up and slaying the offending character on the spot). To port this to 'Souls, consider two potential scenarios:

WRONG: Azazel walks unimpeded across territorial borders and trespasses deep into pack territory to attack Baphomet, a member of the group.
WHY: The set-up for this thread is unrealistic if Azazel is to survive without retreating. Baphomet can easily call every wolf in the pack to their fight, either driving Azazel off or killing him. This parallels barfight example. Azazel would not do this unless he had a deathwish. Additionally, it is implausible Azazel would be able to trespass far enough to even reach Baphomet; someone else is more likely to intercept Azazel beforehand.

WRONG: Baphomet repeatedly enters Inferni territory. Despite engaging in several members of the clan in combat and despite being warned by the Aquila to stay out, he continues to harass Inferni's territory, crossing their borders at will to do mayhem on the pack. Baphomet's player refuses to stop trespassing or plot even an injury to Baphomet.
WHY: As with the above situation, unless Baphomet is a complete idiot or suicidal, he would not continue to provoke Inferni for fear of retaliation by the entire clan. If your character repeatedly shows up to trespass, it is simply not believable or realistic that its members would sit by and allow it to happen. In reality, the pack leader would kill off a trespasser on his first offense, let alone the third or fourth.

In some instances, these are perfectly acceptable actions -- that is, when they are plotted out beforehand with the roleplayers involved. Plotting beforehand not only avoids plot holes, it avoids dissatisfaction and drama between players. The key difference between twinking and plotting is generally that a twink will not bother to plot these things out with other players -- twinky players tend to become upset when their IC actions have unintended consequences. It's important to remember others are playing, too -- their characters will not sit passively by while yours ravages their family or homeland.

Another form of twinking occurs where believability is stretched too far in plots and roleplaying. Extreme luck, incredibly rare skills or items, etc. Sometimes, some things are just not plausible for a certain settings.

Example: "A character may be afflicted with a disease only curable by rare ingredients, yet another character is "lucky" enough to find these ingredients in ten minutes" (Twinking).

Cheesing

Definitions
cheesing (v.): to twist the outcome of the thread by invoking something random and not mentioned prior to that moment
cheesy (adj): used to describe a particular action or set of actions that twist the scenario in some way

Cheesing is, essentially, an "ace up the sleeve" concept -- cheesing is "[forcing] the outcome ... by invoking some sudden plot development that relies on some previous history no one could know." Cheesing frequently occurs when players are unhappy with a scenario's outcome -- cheesing attempts to alter the situation to their favor.

Cheesing can occur when a character suddenly develops a new ability to solve a problem at hand. The classic example is a huge, fighting-based oaf suddenly developing advanced electronic lock hacking abilities when it becomes convenient to the plot.

It can also occur in non-combat or skill-based situations. "For example, two characters could have a romantic scene. When the morning-after comes, one character could say, 'Oh, and by the way, I took a magical fertility potion and there's a 100% chance I'm pregnant now'" (Talzhemir) -- Sidenote: this is also a strange example of powerplay; while in the real world, we can't control our reproductive organs, in the roleplaying world it would likely be considered powerplay.

It helps to avoid cheesing in combat situations by determining outcomes beforehand. Figure out who is going to win and who is going to lose, and make sure everyone is happy with that outcome!

WRONG: Azazel and Baphomet have just engaged in a battle, and Azazel emerges victorious. In the final post to the thread, Baphomet's player, unhappy with this outcome, writes a post indicating Azazel is poisoned now (this would be both powerplay, too). There was no previous mention whatsoever of poison-tipped claws.
WHY: Prior to the post where Baphomet definitively lost the battle, Azazel made no mention (verbal, thought, or otherwise) of poison-tipped claws. It is random, unexpected, and definitely an attempt to shift the plot in Azazel's favor (though he has already lost the battle, his opponent will now die).

RIGHT: There is no right way to cheese. If you want to twist up a plot or have an unexpected outcome, discuss it with the player first. If you fail to discuss it with the other player and force consequences on them, you're cheesing. It's wrong and it's irritating; when a certain outcome is expected or plotted out beforehand and you randomly (and often unreasonably) change the outcome, it's highly irritating to other players.

This behavior is not likely to get you banned from a forum, but you can lose roleplay partners if you're known as one who likes to throw other players for a loop, too.

Munchkin

Use of the term "munchkin" to describe a roleplayer may be considered derogatory, but it nonetheless describes a "style" of roleplay. Use at your own risk.

A munchkin is "a player who plays what is intended to be a non-competitive game ... in an aggressively competitive manner ... no matter how deleterious their actions are to role-playing, the storyline, fairness, logic, or the other players' fun" (Munchkin). These are players who create super-strong, super-powerful characters in an open-ended, non-combat game with intent to "win" or completely dominate the game.

Example: Bob, a new player at 'Souls, creates a character. Their character seems bred just for fighting: their description and personality is combat-centric. Bob begins a few threads, and all of them turn into fights. Bob seeks to win all of these fights, and kill other characters at every opportunity.

Usually, this behavior is encountered with players solely interested in combat and fighting. Fighters and warriors have their place, certainly, these players may find more fulfillment in a competitive gaming environment -- freeform roleplays aren't great for that kind of competition.

It is perfectly acceptable to have a character who enjoys fighting or considers him or herself a warrior; however, when creating this character make sure you give it depth beyond their fighting abilities. Give it a personality and make sure the character interacts with others in ways that do not involve combat.

Sources

Alverez, Luca. "Godmoding." Urban Dictionary. N.p., 17 Feb. 2009. Web. 14 Nov. 2009.

<http://www.urbandictionary.com/define.php?term=godmoding>.

Chaser, Rainbow. "RP Fighting - The Three Dodge System." Wolf Web Forum. Wolf Web, 11 May 2008. Web. 14 Nov. 2009.

<http://www.wolfweb.com/wolf/viewtopic.php?f=3&t=6251>.

"Godmoding." Wikipedia. N.p., 27 Sep. 2009. Web. 14 Nov. 2009.

<http://en.wikipedia.org/wiki/Godmoding>.

"Godmodders." TVtropes. N.p., 10 Nov. 2009 Web. 14 Nov. 2009.

<http://tvtropes.org/pmwiki/pmwiki.php/Main/GodModders>.

"Metagaming." Wikipedia. N.p., 2 June 2009. Web. 14 Nov. 2009.

<http://en.wikipedia.org/w/index.php?title=Metagaming_(role-playing_games)>.

"Munchkin." Wikipedia. N.p., 2 Jun. 2009. Web. 16 Oct. 2009.

<http://en.wikipedia.org/w/index.php?title=Munchkin_(role-playing_games)>.

"RP Magazine Online." Stacker. N.p., 20 Jan. 2007. Web. 14 Nov. 2009.

<http://rpmagazine.wikidot.com/stacker>

Talzhemir. "Roleplaying Basics!" Furcadia Community Forums. Furcadia, 22 Dec. 2007. Web. 14 Nov. 2009.

<http://forums.furcadia.com/index.php?furcadia_session_id=12581-gmay-zbq&showtopic=44338>

"Twinking." Wikipedia. N.p., 7 Nov. 2009. Web. 14 Nov. 2009.

<http://en.wikipedia.org/wiki/Twinking>.