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Discussion: RP Guidelines
Topic Started: Sep 9 2011, 10:48 PM (214 Views)
Voukras
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Assumer of direct control
RP Guidelines

1. Nation Sheets. Players need to submit their nation sheets to the Overseer of Roleplay and wait for approval before doing any nation roleplay. This is to filter poorly thought out nations and give people a chance to get constructive criticism on them.

2. Nation Roleplay is not a video game. It is not a strategy game. It is not a risk game. You do NOT win in this game. You do NOT win by invading other nations and conquering all you can - this will only earn you the scorn of people who are actually trying to roleplay. You "win" by doing good roleplay - writing stories and scenarios together with other members that are WORTH reading and are interesting.

3. Nation Roleplay is cooperative not competitive. Do not flinch from communicating with other players your intention and getting their consent in doing something before doing it. Even war. Yes, ask your neighbour if he wants to get invaded. I am serious. Dead serious.

4. Everything is an opportunity. Is your neighbour asking you if you want to get invaded? Don't blindly reject, it's a perfectly good opportunity to write something interesting. Peace isn't all that interesting, a well thought out conflict can do wonders.

5. Your nation is not an RPG character. Do not treat your nation as if it were a precious fragile thing that needs opportunities to 'level up' and avoid every sort of RP that could end badly for your nation. In war there are the victors and the vanquished. Do not fear adopting the role of the vanquished as long as you make it a good read. You'll get your turn soon enough. So, seriously, think twice when somebody asks you if you wanted to get invaded. It might be interesting.

6. Communicate all the time. Lack of communication sparks conflicts. And conflict ruins a non-competitive game like this by making it competitive.

7. Do not get into pissing contests in the Nation RP. Again, don't think about getting competitive in this game. There are basically no hard rules in this game. What are you going to do? Defeat your enemy with your superior skills at imagining and writing biased scenarios where you can beat him? Please, just keep it friendly.

8. Do not confuse member relationships with nation relationships. Just because you hate member x doesn't mean your nation should hate member x's nation. No, don't do that. You'll get into a pissing contest sooner or later.

9. Don't godmod. As if this was not obvious enough godmodding is bad. Godmodding is when you bend probabilities, reality and everything you can get your hands on just to make you seem more awesome. For example: "my elite squadron of assassins infiltrate your parliament and execute half of your government". That's retarded. Not only is it grossly overestimating the capacities of one's nation but the writer is not giving his comrade-in-RP any chance to respond. "my elite squadron of assassins launch a daring attempt to infiltrate your parliament in order to kill as many government officials as possible". This is better. Not good, but better. It gives the other roleplayer a chance to respond and communicate with you.

10. Keep Autoing to a minimum. This is when a roleplayer assumes intentionally or not the response of his comrade-in-RP. An example of autoing is inviting a nation leader to a summit and assuming he accepts. Autoing is sometimes good because it speeds up the process of RPing, but use it very sparsely and very carefully. Autoing is very closely related to godmodding.

Note: I realize these are hardly laws, but they will be up to the interpretation of an overseer whose dismissal from function can be requested by any member. There is no good way to enforce or make hardcore laws that keep a RP orderly. The success of RPing here will depend on if people understand these guidelines or not and if they are willing to follow them.
Edited by Voukras, Sep 10 2011, 10:03 AM.
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