Roleplay conventions and in-game mechanics

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Roleplay conventions and in-game mechanics

Post by Carlo » Fri Feb 01, 2019 5:09 am

With more new players being added to the campaign, I believe it's worth providing a common reference post for the roleplay and in-game mechanics used in Westgate. These cover things like use of emotes, chat channels, and the DMFI player tools. The standards used here are not necessarily better or worse than those used elsewhere. They were chosen primarily due to my particular preferences for the in-game experience and also for practical reasons; I'm always open to input on how things are run. When in doubt about something, just ask the DM. It's also helpful to raise particular questions that are good for the entire group to hear in the OOC Campaign Chamber, either before or after a session.

DMFI player tools

You can try these out in the PGC3 character creation mod. The player dicebag is probably the one most often used, for PC skill and ability checks. I'm OK with a player making specific rolls for situations if they want to, as long as it's communicated to the DM what they are doing. Alternatively, the DM can make the roll for the PC. The DM will separately also be making DM-side checks for individuals or the party as a whole (and you won't always know for what).

Quick and Dirty Multiplayer Roleplay Reference

The below principles should mostly be familiar to everyone, but I especially want to draw people's attention to use of the different chat channels. There are no artificial restrictions on CvC in the campaign and PCs may also be located in different areas for periods of time. To avoid meta-knowledge that spoils surprises, the default channel for speaking is therefore "Talk" (not "Party") and players are NOT automatically partied up. If your PC is off doing something independently and has previously partied up, it's also best practice to drop from the party for the period of time you are away. To make things simpler, typically the group will party up before a potential combat situation, including if they are traveling together for a long distance, but not before.

Note: this is a slightly edited version of the MP reference found in the DMFI 101: So You Want To Be a DM and Faerun Survival Course mod download packages.

1. In-character (IC) vs. out-of-character (OOC) actions: IC actions are the basic principle of roleplay.
• IC: any action taken or dialog spoken in-game that is consistent with the character's background and personality. Once an adventure begins, everyone should act IC.
• OOC: any action not IC. Used properly only for technical/real-world issues that cannot be avoided (like having to take a quick break from the game.) Preface any OOC talk in the chat channel with "OOC:". (You can also use double parentheses or whatever other method that makes it clear that it's not IC.)
• OOC Metagaming: Actions taken using OOC knowledge, for whatever goal. This includes showing knowledge from game manuals, campaign settings, or previous runs of the module about areas or NPCs that could not be known to the character.
• Gray areas: ask a DM if necessary, always think about what your character would do. Example: walking versus running -- walk under normal circumstances (shift+click on destination, or map keyboard controls to walk action), run when needed.

2. Chat channels: these are how PCs talk to each other and the DM. You can change the chat channel you're in by clicking on its title; clicking on the default "Talk" will bring up a list of the other channels.
• Talk: default. Heard by others in a "normal" voice radius. White text. If you don't want to use Whisper (see below), you can emote *speaking in a low voice*, if you don't mind other PCs in listening radius hearing.
• Shout: heard in every area of the module. Yellow text. Usually this is OOC unless used for a specific purpose. For example, if a PC is in an adjacent area and is calling loudly to the rest of the party, Shout is appropriate.
• Party: heard by everyone in the same party and by the DM, wherever they are. White text. Not heard by anyone else. Some DMs like players to use this, others don't. In this campaign, you can use "Party" in place of "Shout" if the entire party is in range, but otherwise please avoid it.
• Whisper: heard by others at very close range, i.e. next to the PC. Gray text.
• Tell: goes only to the PC or DM you send the Tell to. If you click on the PC's portrait, it will automatically put the Tell prefix for that PC (using his/her Gamespy ID) in the chat line; type your message and it will appear as green text to only you and your recipient. To send a tell to an individual DM, easiest way is to click on their mini-portrait in the chat window, if they have spoken to you previously.
• DM: used for communication with all DMs currently logged in. Text does NOT appear to the PC after it is sent, but is received by DMs as blue text.

3. Player/DM interaction
• Player to DM: use DM channel. If you only want to talk to a specific DM, or have a visible record (see above), use Tell.
• OOC issues: report bugs or serious violations of roleplaying standards if someone is ruining the game for everyone else.
• IC issues: check with the DM for questions about planned or attempted actions. This can involve checking for tracks on the ground, examining objects and people, or anything else the DM will allow.
• DM to player: "Tells" may be sent to players to share IC information (perceptions, descriptions, etc.) or OOC information on gameplay or technical issues.

4. Emotes : "flavor" actions done by PC, which are described in the chat channels and offset by asterisks. Examples: *pumps fist in air*, *bends down to check for tracks*, *looks with horror at corpse*
• Used for actions not possible or unwieldy in NWN interface.
• Actions must be IC.
• Actions should usually be limited to affecting ONLY the emoting player. Possible exceptions: a target player accepts the emote or the emote does no harm. Good IC examples of this include tying someone up once they are unconscious or kissing another PC.
* Note that the DMFI system has a number of visual emotes that are automatically performed when the action word is in asterisks.

5. Interaction with PCs
• Make sure you know someone's name IC before using it. Floaty text above a PC doesn't mean they've told you their full name.
• Relations between characters in-game have no connection to relations between their players. Liking or disliking a PC does not mean you should automatically like or dislike their player, or vice versa. (What goes on in-game, stays in-game.)

6. Interaction with NPCs and party leadership
• Parties are not obligated to have a leader, but it usually helps to have a primary spokesperson when dealing with NPCs.
• DM-controlled NPCs have a "hand" shown when cursoring over them and will not react if you click on them. Scripted NPCs show the "talk" action cursor and will speak their scripted conversation if clicked.
• Conversations with scripted NPCs: please allow other PCs a chance to react to the conversation, in other words avoid "fast scrolling" of conversation text. The chat channels are NOT disabled during scripted conversations, so party members can talk about important conversation options.

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