Ravenloft: A Neverwinter Nights Server
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The Role Play manefest:

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The Role Play manefest: Empty The Role Play manefest:

Post by Admin Wed Oct 15, 2014 3:09 pm

Ravenloft is intended to be a scene for role play. This means that we will always strive to implement systems and designs that rather than getting in the way of role play, adds natural elements to it, facilitates it, inspires it and provide a large amount of opportunities for it.

On the same account, we don't want to rigidly monitor or dictate role play. We want the experience feel intuitive and vivid, encourage creativity and put faith into each individual's ability to role play.

However, this naturally puts a lot of responsibility on you, the player. Not toward us, the team - at least only secondarily, but first and foremost toward your fellow players. Role play is about creating an illusion of an alternative reality, and for it to work, it needs to be fairly consistent without too many disturbing elements. To some extend, all players have to have some common aim of what this illusion should be about.

There's many ways to do role play, and we don't want to judge one as better than the other. Some people might prefer the humorous, while others value it for it's authentic nature. Some wish it to be about incredible strength and power, while others wish it to be centered around the more mundane. We respect all these preferences as having equal merit, but we have to have a common definition none the less. We are a Gothic horror oriented role play world. We aren't so zealous that we ask you to abstain from any elements that does not fit in to this in your own private space on the server between known friends. But for the general atmosphere, we ask you to use this as your inspiration when role playing in the more public space and otherwise interacting with those likewise interested (DMs and players).

This implies that when taking part in events or interactions that aspire toward the more serious role play, don't break it off by humorous, silly, corny or cheesy remarks or actions. It implies that when people role play deeply psychological horror elements, not to have your character stand out as invulnerable and without any weakness or fear. It implies some humbleness and not demand a superior amount of attention or exceptionally important role. It implies doing an effort in seeking into the core of the role play scenes that others try to build with you - DMs and players - to add to as well as appreciate the atmosphere, dwell upon the mystery rather than trivialize or expose it, to let events happen naturally instead of pushing things, work for the subtle rather than the blatant.

Don't run ahead during events or dungeon exploration. Don't hang around outside at night just to show how tough you are. Don't push things, act loud or hysterically to get a central role in the role play. Use your common sense - we know you have it.

Role play is so powerful because you can, by mutual creativity, create a whole world out of nothing but your shared imagination. This is the aim of this place, but we can only offer it to you as a potential - how great it actually becomes is in your hands, and it only takes one person to ruin it for all other present. Always keep this in mind, respect the effort people do, and whenever you can, work to make it even better.

On behalf of all, thank you in advance. We are at constant excited to see what your creativity can contribute to the server and the shared narrative.

So what does this mean in effect? It implies that while taking part in events or interactions that aspire toward the more serious role play, don't break it off by humorous, silly, corny or cheesy role play. It implies that when people role play deeply psychological horror elements, not to have your character stand out as invulnerable and without any weakness or fear. It implies some humbleness and not demand a superior amount of attention or exceptionally important role because of some extraordinary background or involvement your character has. It implies doing an effort in seeking into the core of the role play scenes that others try to build with you, to add to as well as appreciate the atmosphere, dwell upon the mystery rather than trivialize or expose it, to let it happen naturally instead of pushing things, work for the subtle rather than the blatant.

Allow me to elaborate a bit by clarifying some of the intend of this.

As DMs and Developers we often try to generate fear and terror by posing threats to those that dare venture out in to the night. For example, this could be the creatures of the night that sometimes roam the forests or out lying areas. Some characters, however, have become so powerful that they can take down these foes rather trivially, and as a result, starts to hang out in the line of threat at night. It's unsure if they do it to protect, prove their strength or simply because they can - but the impact is the same. Under the wing of these powerful characters, more and more join, and soon, the night is more or less the same as the day.

This might seem fairly logical from a purely IC perspective. The characters have nothing really to fear (except when we pull something really strong in) - however, from a role play point of view, the consequence is that something is lost. Something rather essential to the experience of Gothic horror. Remember, that you create the world. Even if you have legitimate reason to act as you do, it is not a necessity. Your character could easily be the world savvy that knows that eventually, all boldness is punished in these lands, and stay indoors. Your character could hang out somewhere else, where there's not so crowded.

It's all up to you. But consider the impact.

On a side note, if you dislike or disapprove of some one's role play then simply avoid them, do not harass them or send them meaningless tells because something they have done iccly has hurt your feelings oocly. This is a game not real life, and if you are unable to separate the two then you should probably not be playing at all.

One powerful quote that should be looked at is the actual manifesto put out and adhered to by gamers and dm's all over:

These rules are written on paper, not etched in stone tablets.
Rules are suggested guidelines, not required edicts.
If the rules don't say you can't do something, you can.
There are no official answers, only official opinions.
When dice conflict with the story, the story always wins.
Min/Maxing and Munchkinism aren't problems with the game; they're problems with the player.
The Game Master has full discretionary power over the game.
The Game Master always works with, not against, the players.
A game that is not fun is no longer a game - it's a chore.
This book contains the answers to all things.
When the above does not apply, make it up.

http://www.dandwiki.com/wiki/Role-Playing_Game_Manifesto_%28DnD_Other%29

This much being said, have fun and make friends. But, by all means do not be an idiot.

Admin
Admin

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Join date : 2014-10-15

https://nwnravenloft.forumotion.com

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