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Ultima Online Third Legion Essays
Essays are contributed by members of the Third Legion and others. If you would like to contribute your
essay, please contact Max and inform him of your interest, as well as the topic you would like
to write about.
Kolian’s Four Principles of Role-Play
by Kolian
Kolian’s Four Principles of Role-Play
Conventions
Conventionsare fairly straightforward. It is preferable for one to type in
complete sentences, with decent grammar and punctuation (unless some attribute
bars this from happening, such as an accent, the lack of a tongue, a style of
speech, etc.). This serves several purposes.
First off, it gives the entire situation a more ‘novelistic’ feel: One
compares it to the standard form of chat-speak on the Internet, and this
creates atmosphere.
Secondly, grammar was invented for a reason. It’s easier to read a paragraph
that’s been written properly, or even just a sentence. Capital letters,
periods, commas, etc. indicate the way in which one is supposed to read the
passage, and it’s simply illogical not to use them.
This brings up another interesting point about speech. Punctuation is a
valuable tool for expressing the way your character talks. For example, a
contemporary pirate is more likely to say "Thar’ be plunder underfoot, me
boys!" than "There is most likely treasure within the vicinity!" This is
particularly important within UO, where the primary method of communication
is through the dialogue/emote system (as opposed to an objective narrative
that you might find on role-playing forums).
Emotes in an environment like UO are done in third person present tense,
where the subject is assumed. In English, this means that when you type out
an emote, you use proper grammar (omitting the period at the end) assuming
that your character’s name comes at the beginning of the sentence (but is
invisible), and you do it in present tense, as if you were writing about the
actions of someone else (i.e.: Don’t say ‘you’; say ‘he’ or ‘she’). For
example:
Proper Emote: *scratches his chin*
This is like saying *Kolian scratches his chin*, except one doesn’t put
‘Kolian’ in the sentence: It’s assumed.
Further examples:
*laughs*
*splutters inaudibly*
Context
Context is basically another word for ‘realism’. Of course, this realism is
based on the world around the character, not necessarily modern-day Earth.
This is the reason why I hate seeing elves in UO (it should be noted here
that there is, sadly, an argument for the existence of elves, dwarves, and
‘bobbits’ in Britannia, as a couple of the first Ultima games did allow the
player to pick a race: However, Richard Gariott himself stated that this was
a mistake on their part, and it was duly corrected in the later games).
One’s character should conform to the standard of what I like to call
‘context’. If you’re creating a character for Middle Earth Online, don’t
give them the Bat-Mobile. If you’re creating a character for Ultima Online,
don’t make this character a ‘Watcher of the Morning Lord’ (See: Forgotten
Realms).
Does this mean that your character has to be completely dull? Of course it
doesn’t. It does mean, however, that you should try to come up with something
that fits into the setting. When you do this, it helps create an atmosphere of
being there, whereas if everyone were from everywhere, one wouldn’t get the
same sort of vibe.
If everyone works together to tell a story about one world, then it will feel
like a story about one world. If everyone’s from everywhere else, it will be
like those god-awful ‘Alien vs. Predator’ franchises.
Recommendations for In-Context Characters for Sosaria:
- Orcs are always nice, as they’re relevant to Britannia and fairly
well developed culture-wise.
- Gargoyles are a bit tougher to do, as characters can’t have wings,
but some involvement in Gargish culture might work well (note that
in the Shattered Legacy storyline, which is the UO storyline, the
Gargoyles are still hostile, while in the later Ultimas they
co-exist with humans).
- Ties to the virtues are an EXCELLENT idea. Learn your virtues and
your principles, people.
- Links to the pirate’s guild could be a good plan, if one brushes
up on one’s ‘ethical hedonism’.
There are many, many more. You can even go outside the box and have a
character that’s traveled to Britannia through a serpent medallion or the
ethereal void/black gate or whatever, as long as you don’t overplay it.
Plot/Setting/Characters
Plot/Setting/Characters is the basic guiding concept for all fiction. Since
role-playing is, at its core, storytelling, it’s important to have a basic
grasp of these.
The plot consists of any events that occur within the story. A plot is perhaps
best defined as a ‘conflict’. This conflict might be Person vs. Person (i.e.:
The Stranger vs. Mondain), Person vs. Self (i.e.: The Quest of the Avatar), or
Person vs. Environment (i.e.: The Avatar vs. The World of Pagan). If you don’t
follow those references, you might do well to look them up.
A conflict is behind all plots. If there were no conflict, it would be much
like twenty-minute long rave music: Stupid and pointless. Suppose Jim the Bard
wants to go to Moonglow. So, he goes to Moonglow through the moongate, and
arrives without incident. What the hell kind of story is that? Perhaps Jim had
to vanquish a horde of mongbats, or deal with his own growing insanity, or
hack through the vicious jungles outside of Trinsic to get to the moongate?
The setting is the environment around the characters. The setting is best
defined as the foundation in which the characters propel the plot. It is almost
directly responsible for the ‘atmosphere’ of a story. Luckily for us, Ultima
Online already has the setting laid out in stone. It is very important for us
as role-players to learn this setting well. While our characters may not know
much about the world, we should know almost everything, so that we might best
create an atmosphere.
Characters interact and propel the plot within the context of the setting.
You’re responsible for your own character. There are some who assert that a
background is absolutely necessary when building a character, however I would
recommend stressing personality as opposed to past. Only the best role-players
can effectively augment a character’s personality using background, and at that
point it’s only indulgence, anyway.
Player-Player Dynamic
Player-Player Dynamic is often described as ‘godmoding’. It is slightly more
complex. The player-player dynamic is the way that you form a story in
conjunction with the other players around you. It is a very difficult thing
to master, because one almost needs to know what the other players are going
to do before they do it.
First off, let’s define godmoding. Godmoding is exerting force over another
player. Note that I said ‘player’ and not ‘character’. One is not allowed to
dictate the actions of another player’s character. One is allowed to, for
example, attempt to hit another player’s character in the face, but one is
never allowed to guarantee that that blow will strike true, or that it will
do any damage. The other player is responsible for his or her own player.
This is why the player-player dynamic is such a difficult thing to master. How
does one keep things running along smoothly without violating the domain of
another player? Attempting to hit someone followed by a confirmation or
rejection of the hit is going to start to feel like AD&D pretty fast. You need
to know to a certain point how the other player is going to react, so that you
can keep things moving at a good pace while allowing them their own liberties.
It’s often a good idea to form a general agreement at the beginning of
something like combat on what the outcome is going to be. The best
role-players already know from the offset without asking. Other role-players
might talk to them out of character in ICQ or in party chat about it, although
that will often ruin the atmosphere. Some prefer to avoid those touchy
situations altogether by initiating in harmless contests with no real outcomes.
It’s very, very tricky.
These principles have been dubbed ‘Kolian’s’ for a reason. Number one, it is
not because I’m an egotistical bastard (although I certainly am an egotistical
bastard). It’s because these principles are by no means widely accepted
anywhere. They are my own personal thoughts on good role-playing, and might
not be suitable for certain other people, or indeed any other people. Bear in
mind, also, that some of the concepts discussed here are fairly advanced, and
unnecessary for the casual role-player. Don’t feel overwhelmed by the four
pages of information here: Start slowly and deliberately.
Thanks to Kolian for contributing this essay.
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