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Forums » RP Discussion » Your single best piece of roleplay advice

If you had to pick one (1) standout piece of roleplaying advice to pass along, what would it be? You can only give one, pretend you're being interviewed on the news/taking part in a beauty pageant/dying. No linking any "guides" either, they're all just braindead preaching to the choir anyways. "Make sure everyone has fun! Also don't metagame." Thanks for nothing.

I'm not arguing there's plenty of good roleplay advice out there, but give it a personal touch: what's been the best roleplay advice for you? What's given you the most mileage, seen you through good times and bad? Give it your unique personal touch and put it out there.
sland Topic Starter

About to sleep but I'll get the ball rolling, my best piece of advice would be: You don't know until you try.

With the exception of criminal/illegal ERP (underage, non-consensual etc) if anyone asks me if I want to RP with them my answer will always be yes. Even if I'm not feeling it right away, I trust they're seeing a way that we can make something work, might as well give it a shot and see where it goes.

This has really guided me for a long time, I always find I go my furthest when I set my doubts aside and try something new. Once upon a time I thought roleplaying in MMOs was impossible, unthinkable, stupid; I gave it a go and now it's been my bread and butter for years. Strangers I wasn't too sure about have turned into great friends. I look for reasons to include people rather than turn them away - if they turn out to be bad I can always break it off later, and it's pretty insulting and alienating to dismiss people just because they don't tick off every box on your perfect roleplayer list. (Incidentally, you might notice that tons of RP profiles/ads in public spaces do the insulting and alienating proactively. "My partner MUST have A B and C! Do X or Y and I will drop you immediately!" Then they wonder why nobody's interested.)

Sure I've been burned a couple times, but more often than anything else, things turn out great, and even if they don't I have a funny horror story to share with friends. The best thing that can happen to creativity is forward momentum; if you at least decide on something you can change your mind later, but if you don't decide on anything, you have nothing.

Even if you're not 100% on something or someone, you never know until you try, so try. If you're searching high and low for roleplay and nothing available seems to be appealing, the problem isn't what's available, the problem is you.
Sanne Moderator

Find a proper match.

The purpose of RPing is to have fun, and as this is not a perfect world, there are always people who will not mesh well with you no matter how hard you try. Sharing the same views on roleplay, what makes a good story and what makes a fun post is really important to have fun yourself.

Unfortunately I run into the issue a lot that people just don't see RPing the same way I do. It becomes draining having to put up with starting a good RP, setting up the scene, discussing the plot, and then they churn out terrible post after terrible post that makes me scream internally. I barely have the energy to spare on normal fun RP, never mind putting up with this over and over.

So yeah, if a person does X or Y, I will not RP with them. So far it's worked out wonderfully. I have some nice roleplays going whenever I can post and because I'm picky, I feel like I'm not wasting my efforts and my roleplay experience is quite stress free. As any advice though, go with what works for you. This works well for me, but... well, find your match.
Communication is key.

For the longest time, I felt like correcting others was totally taboo, so if something went astray I just "dealt with it". Hugely hypocritical of me, because I've always insisted that if I'm doing something off, I'd rather be corrected than to repeat a mistake. This led to several RPs either going stale or becoming so ridiculous that I didn't want to continue.

Awhile back, I felt like an RP partner's OC had suddenly become way too overpowered and decided to make mention of it. They admitted that they'd felt the same way after rethinking their latest post. It was changed, there was no terrible argument or hard feelings, and it left me feeling more confident about speaking my mind over a plot.

In another instance, an especially nasty character of mine teased the other OC over something that really distressed the player on a personal level. Instead of disappearing, they politely admitted to me that it was upsetting, so I changed the post and gave my rude rogue something else to complain about.

tldr; if you don't like the way a roleplay is going, suggest a change before ending it.
Try not to break your head over plot and events.

This advice is more of use when you're the one who's in charge of setting up scenes and instigating events during main plots as well as being in control of the majority of the NPCs. Usually the first poster of a roleplay is the one who's setting everything up, and I happen to be the first poster 90% of the time, so I figured the above statement out the hard way.

There I was one day, writing down crucial events, sidetracks and the such, all ready to be played out within the detail. I wasn't roleplaying anymore, I was writing short stories. But as soon as the RP started, the other person's character started doing things I didn't take into account and wasn't prepared for. That's when it struck me; Planning everything ahead is futile.

RPing with another person is a coöperating on an interesting story with equally interesting characters. They're acted as if they're alive, and thus they will not follow the script that's in your head if it doesn't lie in their nature. Sure, a main goal they'll follow, but the in-between is always a mystery. It's best you do not plan subplots and adventures, as they will come naturally, and the ideas on how they can play out will come naturally as well.

I used to be so stressed that I couldn't come up with an event that would be perceived as natural instead of forced, but when you RP and act as a bit of a storyteller, or DM if you will, these things work themselves out. Most of the time you don't even need to think of anything but just go with the first thing that pops into your mind, and it ends up working! When you stop worrying over whether your story is followed through in every little detail and just let it happen, you'll have a lot more fun yourself as well.

Bonus points to the people who can count how often I used the word 'natural'.
Ryu Genasumi (played by Ryu)

Take a hit.

What I mean is, learn how to balance yourself in any roleplay situation. Let your character have negative consequences, let there be some weakness to them and learn to adapt and over come. You'll end up having more fun with your character and your fellow RPers won't want to kill you. Taking a hit also will allow character growth, and character growth is fun. Hard situations make you think hard about your character and connect you two even further. A lot of us often treat our characters like our babies and we'd hate to see them marred. Marring and damage and suffering makes a character closer to being believable. Someone with all the answers can kill the fun.
Ryu Genasumi (played by Ryu)

Rynh wrote:
Try not to break your head over plot and events.

This advice is more of use when you're the one who's in charge of setting up scenes and instigating events during main plots as well as being in control of the majority of the NPCs. Usually the first poster of a roleplay is the one who's setting everything up, and I happen to be the first poster 90% of the time, so I figured the above statement out the hard way.

There I was one day, writing down crucial events, sidetracks and the such, all ready to be played out within the detail. I wasn't roleplaying anymore, I was writing short stories. But as soon as the RP started, the other person's character started doing things I didn't take into account and wasn't prepared for. That's when it struck me; Planning everything ahead is futile.

RPing with another person is a coöperating on an interesting story with equally interesting characters. They're acted as if they're alive, and thus they will not follow the script that's in your head if it doesn't lie in their nature. Sure, a main goal they'll follow, but the in-between is always a mystery. It's best you do not plan subplots and adventures, as they will come naturally, and the ideas on how they can play out will come naturally as well.

I used to be so stressed that I couldn't come up with an event that would be perceived as natural instead of forced, but when you RP and act as a bit of a storyteller, or DM if you will, these things work themselves out. Most of the time you don't even need to think of anything but just go with the first thing that pops into your mind, and it ends up working! When you stop worrying over whether your story is followed through in every little detail and just let it happen, you'll have a lot more fun yourself as well.

Bonus points to the people who can count how often I used the word 'natural'.

You used natural twice, and naturally twice. So not that much :P
Contribute.

It's easy to follow with your RP partner, but don't make them do all the work. (Unless they want to.) Try your best to add something to the plot, or steer the story in a new direction. If you don't, your RP might quickly become stale, as your partner is running out of ideas.

Even the smallest things help. And if you aren't sure whether it is something your RP partner will go for, just ask! Most of the time, however, you just typing up that plot-pushing post is going to be welcomed.

Believe me, when I RP, I don't want to just be a story teller having someone comment occasionally to what I do. I want to be able to react to someone else's post!
Yuka

Practise makes perfect. Not just in role-playing but in writing as well (which role-playing is, but partnered with someone else). Even if you are struggling to find inspiration for the character or story that you are working on, try and get at least a paragraph out, or even a handful of sentences - anything.
I derped here sorry!
Be spontaneous. My favorite thing in a long term plot is to throw curve balls at my roleplay partner.
Communication is huge. If you don't ask things about an RP that may or may not fit, you might get a bit of dissent. This is along the lines of consent and metagaming, of course. Don't be afraid to ask questions that might be important to the RP, because the person on the other side will appreciate it!
Learn to laugh.

What helped me grow as both a role-player and a person was understanding that neither I nor my characters are flawless and never will be-- that and I should never have taken RP as critically as I did.

Back in ye olde days I found that people veered towards making their characters 100% perfect because they had problems with their confidence and often imagined what it must be like to be absolutely perfect and be able to handle the problem with ease. It was like, in a way, they had to have complete control and perfection over/in a life because they didn't have any control over their own, which led to their character becoming dull, monotonous and unappealing to people. In short, quickly becoming that brand-name 'guess who saved the day again?' This is something I've learned first-hand via my own experiences and other people's.

What they didn't realise is that that's perfectly okay for someone to fall flat on their face. It's okay to have quirks, it is okay to screw-up--it is all development and development is the sand with which you can build magnificent castles and experience wonderful roleplay. Never take yourself too seriously as a writer and never take your character too seriously. Free yourself from the hurt and learn to have fun. Sometimes players and roleplays go sour but there's always another person willing to write with you. It's not the end of the world.
You're not the biggest baddie/most powerful/goddess/god/demon/devil/angel.

Flaws make a character, not how over powered, how evil, or how rich they are.
Figure out a way to engage your partners (or 'hook' them) up front—a lively, believable character, or a tone that conveys an interesting atmosphere. Humor is my general strategy.
Try to write a story, not a string of interactions.

Keeping a bigger picture in mind, even if it's vague, will give real meaning to the relationships your character forges and purpose to the things they do. Choosing to write a story instead of a string of interactions also means that your scenes are less likely to become stagnant and boring because nothing of substance is really happening in them.
Doctor Canary (played anonymously)

Don't become an "elitist".

I've been roleplaying for a very long time. I made the mistake of getting into that ugly, embarrassing phase where I considered myself some sort of "expert". Be patient and considerate, never look down on anyone for something as silly as a typo.
PANGAEA

Meditate on your character before each RP or each response if you must.

Sometimes it can be difficult to get in character, especially when you have more than one RP that requires you to switch from one character to another. Before you delve into it give yourself some time to think of a meaningful and plausible response according to your character's personality. Giving a half witted response could put your RP in jeopardy, and you'll find yourself disliking the RP because you can't get into it. Don't feel subjected to respond immediately; that'll lead you to whip up something off of a whim.

Give yourself a moment to muse over the RP, see through your character's eyes and once you get in that state of mind you'll be able to convey the actions and thoughts of your character the way you feel you should. Always try to give 110% into your RPs, but no less than 95%. It's guaranteed to last longer (as long as both you and your partner have your minds into it) and you'll find yourself naturally doing this with every post from then on. Try not to see it as a task, but a journey.

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