03 - Roleplay Basics


Roleplaying is, simply put, acting on a virtual stage. A roleplayer builds a character, gives them a history and personality, and acts out the part of their character. Along with other roleplayers, dramatic scenes, epic battles, and timeless romances can be played out.

Firstly, don’t assume you are the only person who is new to roleplay. Chances are there are quite a few just like you wandering around, looking for an opening to meet new people in the welcome centre. Before you move your avatar anywhere, read all the information that UFS offers. Rules, character sheets, tips, etc. If you are not able to find it, ask a member to find out where it is, usually achievable by just asking someone near you.

IC - stands for “In Character"

OOC - stands for “Out Of Character”


3.1 Gameplay Structure

 

It is only a game

 

Never take anything said IC personally; never get upset OOC with someone personally; never think anyone is motivated by OOC reasoning. If you are being a git and horrible to others then good, but it is beholden unto YOU to make sure you privately remind them it’s all IC and you bear no OOC feelings of negativity towards them. Failure on either side to communicate is a fault on both sides.

All over Second Life® hundreds of role-play sims and role-players are able to do this without an issue. If YOU fail to do this then rest assured that you will be reminded of this section of this guide many times by your fellow players and GM’s. This IS a no brainer! Even total noobs at role-play should be able to get this.

 

You cannot Win

Another throw back to several bad role-players - WINNING. No, you cannot - everything in roleplay is designed to tell a story. EVERYTHING. So in all things you are part of the story as a character and you help write it. Your duty is to help make a story that will entertain others.

 

PLAYER ROLES

 

All of Gallant  participants are group members  grouped into the following three categories: Command Staff  -GM the story arc  , department heads, and players.

Command Staff  are like Game masters administrators. They are responsible for both the in-character and out-of-character management of the story arc  and work with each other and the other players to ensure the smooth operation of news dissemination, story generation and implementation, and  roleplay . Command Staff   are veteran players who have been  on Gallant for many years. They possess intimate knowledge of the  group  rules, the different players and characters, and storylines. They are also hobby veterans who have participated in our form of  Star Trek  roleplay for decades. The day-to-day duties of a Solaris Command   include website content creation and administration, player and  story  management, story and plot management, dispute mediation, new player orientation, and all of the other duties expected of a traditional player.

Department heads are   who play a character with a senior in-character position within the roleplay . Examples include the Chief of Security, Operations Manager, Chief Science Officer, or Chief Engineer. Department head players are responsible for standard role-playing duties just as any other player yet are tasked with additional out-of-character responsibility. This responsibility includes the overseeing and management of the other players writing characters in their department to ensure new writing opportunities and smooth gameplay. Department heads consult with the Command Staff  and the players within their department, and act as 'middle management'. These players are often veteran Gallant  players but not always. Any new player is eligible to request a department head role provided a position is available and they are up to the challenge.

Players, or standard players, are those  who are neither  in Command Staff  nor a department head. They are not responsible for extra out-of-character management duties and their primary focus is to simply write their characters, participate in storylines and engage with the rest of the community.

 

Other players are your audience

 

Please read that line again! Unlike the attitude elsewhere, the other players are NOT your rivals; they are NOT you enemies; they are NOT people 'who drag you down' and if you think they are things that get in the way of ‘your great plot’, then you really have not seen the woods for the trees. The other players are your audience. Everything you say and do IC should be done with an audience in mind. Your hope is that they will see what you are doing, interact, and have fun. Hopefully they will be doing the same.

 

Private plots

There is NO private plot. Everything has ripples. A small personal plot can always be overheard and you cannot EVER say ‘This is just a plot between us two’. No, that is selfish. Go to selfish places where they allow selfish play to take place if that is what you are looking for. We are a role-playing sim not a collection of egocentric panderers. If you want to do a plot between you and your friend, go elsewhere and do it in a private location. Use of public spaces requires your plot can go public. Sure you can work it so no one is about to see/hear the plot. Sure. Cool. But if someone overhears then they overhear and you HAVE to include that fact into you plans.

The Basics

In our roleplay medium, which has a great deal to do with the written word, the best roleplayers are not necessarily the best writers. But they are always the most expressive and believable. Good and bad roleplay could arguably be a matter of taste. The fact remains though that to be accepted in the roleplay community, you have to follow certain standards and etiquette.

 

GAME GOVERNMENT

 

USS Gallant player hierarchy resembles that of a constitutional monarchy. There is one  Captain  who oversees all aspects of roleplay management. The Command Staff  is assisted by other Dept .  who perform many of the same duties and operations . The X.O. Commander assistant the Captain  but do not have authority to override the Captain , but their counsel is always invaluable. Department heads assist both the captain  and assistant commander  with any necessary items and also lend their counsel and relay any issues or suggestions any of their respective players might have. Standard players discuss any requests or suggestions with their department head who will then move them up the chain if necessary.

In practice, all feedback is taken into account by all parties and no situation has ever arisen where the Command Staff  unilaterally disregards the requests of the community at large.