I was prompted to write this text by a girl who asked what text role-playing games are and how they play them. It seems to me that it will be useful to all beginner role-players, as well as to those who have not played for a long time and have forgotten how to do it.
The text does not claim to be absolute truth, but with your help it will strive for this. Copying is not prohibited while maintaining the specified authorship and reference.
Well, let's take a chance to start.
Roles are different in the place of the games (forum, text anywhere, live action and, probably, some other varieties) and by what and how they play.
There are role-playing games in which they play on some books, films, games, anime. There is, most importantly, an already created world and a set of canonical characters. This is a plus (all players are familiar with the world and may not bother thinking of something new), and minus (if a player has chosen a canon character, Naruto, for example, or Lestat, he must correspond to his behavior, tastes and abilities) . True, there are exceptions everywhere. For example, you can enter a character you’ve invented completely in the anime game, or remake the plot itself.
There are role-playing with a free plot and the author's world. The authors come up with a scene, some kind of concept of the world, the basic laws. There are worlds in which magic is completely absent, and you should not bring it in there in order to avoid disputes with administrators. There are worlds in which you can do ALL in a row. Who has enough imagination.
Character creation is usually subject to the laws of the world. First, the questionnaire is filled out.
What is it for? It always seemed to me that the main point of the questionnaire was a way to write down what you can forget. For example, when there are many heroes, you can confuse the name or color of the eyes.
But there is another important criterion for the necessity of the questionnaire: it is used to judge whether a character is suitable for the game world and what the creator is. Tip: never treat the analysis of the questionnaire as a punishment, but do not hesitate to ask to explain what is wrong, and even defend your point of view. The main thing is to back it up with facts and explanations so as not to quarrel with everyone.
Common questionnaire standards:
- name and surname - do you need to know your name ?,
- age - affects the experience, in 20 years it is difficult to be a sword master,
- nationality and race in the usual sense of the word (if the world is only human) or "race" conditional (elves, angels, demons and others),
- appearance (height, physique (affect combat qualities), face shape, features, hair, clothing preferences (if necessary),
- biography and character - they have a very different attitude to them: in some roles they may require to describe in detail where the character was born, how he lived, what he studied and what influenced him, what he loves, what he is afraid of, and in others there are enough five lines with bare facts ,
- skills (acquired: I can sew, I wave with a sword, and I sing something like that!) and abilities (innate: I fly, I have a fine ear for music, etc.) - this item is necessary to protect against cheating, so that, for example, in battle it turned out that your opponent is boch and aspadin, which can dissolve you at the click of a finger (it’s not interesting to play with such a player),
- inventory (weapons, things) - the item is necessary so that you do not pull out a bunch of grenades or a magic wand from the sleeve.
Tip for writing a questionnaire: it is better not to make yourself super-strong, super-beautiful and / or super-smart. Ideals are not interested in playing. Does your character seem easy to kill? But do not forget that you can not only fight danger, but also deceive it and even run away.
How the action unfolds (below are the terms that I'm used to, and other players may call it differently).
The first player to decide to start the game writes a post in which he describes the scene, weather, atmosphere and other decorations. And, of course, of your character) Usually the more detailed the better (therefore, many shout that, they say, "how can I write a post in three lines ?!"), but get carried away. Well, I do not recommend it, although it depends on your partner. An epic of three sheets is sometimes difficult to read.
There was a forest that night. (description, blah blah blah, trees rustle and wolves howl). On the road, bouncing on each pothole, the carriage rolled. The coachman is tired. He drove horses for almost a day without rest and prayed to the Almighty only about the possibility of a little sleep.
The passenger also had a hard time: the old wreck, for some reason called the "magnificent crew of the royal model," threatened to fall apart at any second.
(any of the feelings and emotions of the character, name, description, purpose of the trip)
The carriage stopped in front of the gate. Inn? Praise (to someone, according to the situation).
(the character goes out, mumbles something, because the road was really not even the most even, but it’s painful to jump over the bumps and enters the tavern)
Then the most interesting part begins - comments (they are sometimes called posts, but it seems to me that comments are more understandable and familiar)
The bottom line is that another person enters the game with a different character. One of the main rules by which I am used to playing is not to write for another player, that is, you can write "John looked at Sylvia with a heavy look that made him creepy," but you can’t: "from which Sylvia became creepy and she fell into fainting". It is up to the other player to decide how his character will react. It may faint, or it may shine in your eye, for there is nothing to frighten quivering ladies.
What does the game look like:
In the post, the character went into the inn.
Second Player (B):
From a dark corner, the newcomer was watched. Quentin Spice, ordering another mug of ale, pulled the hood down and checked to see if the dagger was in place. The hired killer, already ten years impeccably fulfilling his duties, doubted taking up this work, and continued to doubt until now.
The player who wrote the post, he is the first (P):
Leonard did not feel the close attention of one of the visitors, he was only concerned that he was late for a meeting with (yes, anyone, it depends on the plot that came up with) that there is no way to continue the journey, and fatigue. He walked with a limp to the counter and called for the innkeeper with a gesture.
“Pour me some wine and find something hot.” I am a chill, gracious sir.
The innkeeper smiled with understanding (this is an NPC, like a coachman, a character for extras, he does not need a questionnaire and, in principle, anyone can play for him, unless otherwise agreed).
“Of course, sir.” The meat stew came out today.
Leonard nodded tiredly and sat at a table near the window.
- Sir, let me keep you company?
Quentin Spice himself did not know what prompted him to take this step. Talk to the target? With a victim? And yet he, holding two circles of excellent ale, stood looking at the nobleman.
He raised his eyes to the speaker.
- Make a company? Oh. Well, well, if you will.
(and so on)
There’s no sense in disassembling the rules of fights here, usually in every world there are some peculiarities, but in short, then:
- Do not write for another character,
- Do not deliver several consecutive attacks - maybe they will have time to kill you after the first ?,
- Give the enemy the opportunity to defend themselves, otherwise he will not give this opportunity to you,
- Agree on the outcome of the battle with the player, if the plot is important for you, and not victory in a particular case: this will give you the opportunity to make combined attacks and write more voluminously and beautifully, because you know how the enemy will react and how it will end .
Realism is one of the main evaluations of your wagering. This does not mean that magic, for example, should not be, because its existence is not proven in the real world. Fantasy and realism coexist beautifully together. For example, a bunch of grenades, if you do not have it with you, you cannot get out of your pocket without any additional manipulations. Or it’s almost impossible not to be afraid to see a predatory spider the size of a house.
Last tip: your character is not a superhero. He knows how to feel and fear, he has his own weaknesses and characteristics, his vices. His leg may hurt, a scapula itches, dandruff rolls in his eyes, and there is a hole in his jeans. Do not forget about it, such things make your hero interesting and lively. And remember: perfect heroes do not plunge into trouble and, therefore, cannot get out of them with brilliance!
Take chips from another game
The first option, as always, is the simplest. No need to reinvent the wheel - you have already come up with a concept, rules and, perhaps, paid money for printing the playing field. If the chips from a previously purchased one are suitable for your game, this is just fine. Another option is any small items that can be found at home. It can be lids, coins, figures from kinder surprises, anything.
The case when you can simultaneously learn something new, train the notorious fine motor skills and show your personality. Creating chips can become part of the game: prepare several schemes and squares of colored paper, and let everyone at the beginning of the game choose who he wants to play for and folds a colored crane, elephant or steamer.