Chapter One: GETTING STARTED

Skip to: What it Takes | Finding a Game | Creating a Character Sheet | Examples of Character Sheet Do's & Don'ts


So you've discovered this thing called
Role Playing. It's not quite as geeky as you always thought, or maybe you'd never heard of it before at all. You're all ready to get started, but.. what to do first? People are throwing these strange terms at you like OOC, IC, GM, mun, character sheets, and all you want to do is play! Not to worry! Ze professor is here to guide you through what is really a fairly straightforward process.

The first question is.. Do you have what it takes to be a Role Player? You mean you didn't know there were requirements? Well, ok, no there aren't, but there ARE qualities that will help you enjoy the game, and help others enjoy playing the game with. If you possess the following aspects in your cute little personality, you'll be the
Game Master's pet in no time!

1. Commitment: Unless you plan on running thru an entire game by yourself, you're going to be playing with other people. Your character will be part of plotlines and have an important part to play. This can only happen if you are THERE to do it. When you start a game, keep in mind, that even though its "only online" there are other real people involved who are relying on you to help things move along. Don't make more of a time commitment to a game you can't contribute to. If your time will be scarce, make sure others know ahead of time so they can work around your absences.

2. Patience & Flexibility: Learning a new
system, or new rules, or making those slow skill advances for your character all take time. That trap door you couldn't open, the pickpocket that robbed you, or the unfortunate accident with the guillotine, could all be unexpected things that YOU certainly didn't plan on happening. Relax, this is all part of the game. Real life doesn't always go your way, don't expect your character's life to be all roses either. From the time you make your character sheet, it's going to be about compromise & being able to adjust to new situations.

3. Creativity: Well it isn't really a requirement, but it surely does help, especially if you have an aspirations to become a GM someday.

4. Communication Skills: When you are bereft of the ability to use voice tones, facial expressions or body language, your language and communication skills will REALLY come in handy in
online gaming. From expressing your character's goals to portraying their innermost emotions, it all comes down to being able to express yourself well with words.

5. Attitude: I have to say, this is probably the MOST important aspect of a good role player. Attitude, or lack of it, can make or break a player's reputation online. You'd be amazed at how quickly word can spread between games about problem players. Being confident, helpful, and all of the above four will go a long awy towards ensuring that not only do YOU have fun, but others enjoy themselves around you. The number one rule of Role Play is that "It's only a game. If you can't remember that, walk away." Not many GM's out there will say otherwise. Don't
RP when you are angry or upset. Check real life problems at the door, and remember you are there to have fun!

If you think you've got what it takes to be a good role player, Congratulations! Let's learn how to role play!

Lesson One: FINDING A GAME

10 Easy Steps to Finding an Online Game:

1. Decide which
genre game appeals most to you. (See Chapter 2)
2. Decide which
platform game you want to play on. Keep in mind your time commitments, and the pace of game which you'd like to participate in when choosing. (See Chapter 2)
3. Search for a game using major Role Playing sites, or a search engine. Many can be found in Appendix A. Many sites have web rings or banner exchanges to help you find a game as well.
4. Once you have found a game that looks like it appeals, do your research. Find out all you can about its
setting, rules, character creation guidelines, and any restrictions they may have. Don't be afraid to contact someone and ask questions. Most online games have a message board, email address or chat room where you can get some help.
5. By now, you should have a pretty good idea if you want to stick with this game or not. Go ahead and work up a
character sheet, according to that game's requirements & restrictions.
6. Create your character, and submit it for approval if need be.
7. Once you have your approval, go ahead and do your first "post", introducing your character into the world you've made them for.
8. Give a game at least two weeks to a month, depending on its pace, to make sure it's for you. There's always a period of adjustment, and you may make mistakes, but most GM's are quite helpful and understanding about that probation time.
9. If you decide the game is NOT for you, or just don't seem to get the hang of things, contact a GM, and see if anything can be done. If not, gracefully fade out, with a thank you for their time, and begin the search again.
10. You WILL find a game for yourself. Not all games appeal to all types. You just need some of that patience, and a real desire to find the game that makes YOU happy.

Lesson Two: CREATING A CHARACTER

The basic ingredient of any RPG is the characters. A GM can have the most intense, creative setting and plots laid out, but without characters its nothing but pretty words.
Most Online RPGs have character creation guidelines and requirements. They tell you what kind of info they want from you, and any restrictions that may be placed on character types and skills. You usually have a wide range of choices. It's always best to try and meet the requirements of the individual game, as most GM's create those guidelines to help characters fit into the game's setting.
No matter what the individual requires or allows, its a good idea for you to create your own personal detailed character sheet. This one can be fairly detailed. Even if no one sees it but you, it serves as conduit for you to get inside your character's head and play them as you meant them to be. To do this, you should write down the basic facts about your character. See the end of this chapter for a more detailed explanation and example of a character sheet.

Yes, this seems like a lot of work. This is one of those things you'll have to trust me on. A detailed character sheet not only helps you develop your character, but is also a good exercise in submerging yourself in your character's mind. It's also just good practice for future games. It will reflect in your role play as well.
Keep in mind that being flexible about the character sheet you submit is always appreciated. Few GM's will completely scrap a newbie's character sheet, and, but always expect to have to make some adjustments. These are ultimately to your benefit and allow your character to fit better into the game setting.

Examples: Do's & Don'ts of A Character Sheet

The following are the elements you should include in your character sheet, and examples of both good and bad ways to go about it. (All example characters and descriptions are ŠKytz Kreatyonz.) All "DONTs" are made up off the top of my head to avoid anyone any embarrassment.

NAME: What's in a name? It's all about first impressions. Pick a name that not only suits your character, but the setting as well. "Spike" won't sound near as impressive if its an elven ranger in a medieval setting. Be creative in your spelling. If you think Brian looks boring, try Bryan, Brien, Briun, etc. Don't be afraid to switch vowels around to create foreign sounding names. Be original, and try to avoid using well known names from books or movies. There can only be so many Skywalkers & Lestats. See Appendix A for character name resources. I usually find that naming my character is the last thing I do.

DO's:

Typhonia Rowan: human adventurer in medevial fantasy setting

Lyxxandrial: Elven adventurer

Storm Walker: Modern Witch in Hybrid fantasy setting.

DONT's:

Deathwalker IV: dwarven forge master

USUCK: ANY kind of game.

AGE & GENDER: While it seems like a small thing, this is fairly important. Age can be affected by your character's race, and has an influence on your characters appearance as well. Gender would affect how others perceive you, and perhaps what life/career choice your character ends up taking. For starter players, it is recommended you stick close to your own age, and RP your own gender. Some games actually require the latter.

RACE: This is a great starting point for your character sheet, as race affects so many different aspects of your character. Their cultural beliefs, physical traits & inherent skills are all determined by your race. Carefully check a game's race list for the playable races, and any benefits or drawbacks to playing each race. Be careful to not generalize. The elven race of one game may be completely different from another.

APPEARANCE: This is, of course, the outer skin your character shows to the world. It is also the place to allow your imagination a little room to grow, as you develop a personal style for your character. Make sure your clothing reflects not only the setting and time period, but your character's own preferences as well. Also keep in mind that few people were born incredibly attractive. Being ordinary is perfectly acceptable, and unusual enough to earn you a modicum of respect. Don't be afraid to use detail, and description.

DO's:

Kerrigwen DuBois, 5'11, is dressed in worn blue jeans, and a flimsy, grass green sheer blouse, reminiscent of the Renaissance, showing her curves. Her flaming auburn locks are piled on her head in loose curls, several pairs of gold hoops decorate her delicately pointed ears. Her forest green eyes survey her surroundings, sparkling with curiosity, and a hint of something else. Ivory pale skin seems to glow ethereally. The impression is one of innocence{{app.6}}Sired by Mikel DuBois.

Leafwhisper stands about 6', tall for a woman and lithe. Her dark hair is usually dyed in varying patterns, there is very little bleaching due to the fact that she doesn't have much ability to use nodes for her magic. Her eyes are a pale green in color. She is graceful as a willow, and can glide as silently as an owl through her forays for scouting. She is also mute, due to an unfortunate accident in her childhood with some superstitious villagers.

DONT's:

Lance Chilton is tall, dark and good-looking. He is wearing a suit.

Derek is intensely handsome, and has an aura of evil about him. Girls swoon at his feet.

Christine is gorgeous. She wears nice clothes.

BACKGROUND: This is your character's personal history. From beginning to end, this helps define who your character is by explaining WHY they are. Personal goals and motives are revealed in a background. It also explains how they obtained their skills or magical gifts. Possible contacts, problems or past history can be revealed, for future use in plotlines. The more detailed a background the better. This is usually one of the later aspects to write up as it helps glue together all the other facts you have jotted down.

DO's:

Quenyeve the Wylde grew up as the oldest daughter of a fairly well-off merchant family, until her 15th birthday when her father announced he had entered her into a marriage contract with the local lout. In a fit of her typical temper, and believing herself in love with someone else, she leaves home in a fit of pique, disguising herself as a boy. She has been on the run and in disguise for near on 2 years, and has been fairly well off, learning the skills and talents of a Scout/Ranger for Viking Raids. She has a natural talent in the woods and makes a great tracker.. Her only concern is her changing body, and her lack of knowledge about it, not to mention her fear of what will happen once her secret is discovered. no matter how good she is at her job.... Many already begin to suspect.

DONT's:

Deathwalker IV is an all powerful mage with the ability to blast whole cities with his thoughts. He was born in a cave and raised by wolves. He hates people. He has a bad temper. All must fear him.

PERSONALITY: A character is just a flat piece of paper until you add their personality. Their virtues, their faults, and their tiny secrets quirks are all part of this. Does your gambler twitch when he bluffs? Does your vampire hate the sight of blood, despite his hunger for it? Perhaps your paladin has a fear of horses. All these little things enhance your role play, and make your character uniquely yours.

RiverLark is well known for her usually serious mindset, punctuated by rare fits of mischievousness & silliness or a retreat into quiet introspection. She exhibits a tendency to stay on the outskirts of gatherings and an innate ability to see both sides make her an ideal confidant, much to her bemusement. She is a quiet observer, saving her comment till the last, after everyone has had a chance to speak -- and her opinion is usually worth waiting for. This is not to say she is anti-social. If asked, she will gladly join in, she just rarely makes the initial overture.
RiverLark, besides being a master mage, is an artisan of sorts, her art being the sculpturing of water gardens. The complexity and beauty of her gardens, combined with the ability to reflect the personality of the person whom they are designed for has earned her a small amount of fame. From gently trickling burbles to clever miniature rapids, from jungle like bowers to stark rock springs, she seems to have a natural affinity for dealing with the water element.

SKILLS/GIFTS: Now we've reached that part that makes GM's cringe, and power gamers crow with glee. The skill's list is where a player's creativity can get them in trouble. If a game has a set list of skills to choose from, and a limit of how many you can start with, you can't go far too wrong. Just pick the skills and gifts that will allow your character to obtain the career you have planned for them. Fighters need combat skills, but healing would be helpful too. A mage needs magic, but some diplomacy or a smattering of defense techniques could come in handy. The key in that type of skill choosing is balance.
In the opposite scenario, where you can create your own skills from a free for all of ideas, the thing to keep in mind is moderation. Most games that allow such things are either A) Total Chaos, or B) Moderated by GM's who are on the watch for metagamers. Don't be overly ambitious, or try to create an unfair advantage for your character and you should be fine.

DO'S

Example of FreeForm Skills:

She also happens to be pretty high in the council of the local Witches Coven. The Silver Ring is pretty open about its existence and its members in a place where magic is common place. Her powers are pretty strong, she prefers to rely on ceremony and earth power, a lot of her rituals and beliefs based on Indian ceremony and pagan beliefs. She is also gifted with telepathy and
telekinesis, a small gift of illusion, and the ability to manipulate light and shadow. All which are a great enhancer on the few rare occasions for which she dances. Any night Storm is scheduled is a guaranteed packed house.

Example of Skill List:

Swordmanship 8
Thrown weapons (dirk) 18
Archery 5
Speak Norse 22 (20 automatic)
Read and write Norse 10
Healing 12
Stealth 8
Riding 9
Woodlore 10
Herbalism 8
Fishing(seawater) 5
Astronomy 5

Boons/Hardships

Heir -oldest and only child to fathers holding, escaped arranged marriage.
Night Vision
Socially Inept
Magic Fluctuation -only during the night

DONT's

Deathwalker IV has the ability to control all the weather, and throw magic fireballs that can not be shielded against. He can ready anyone's mind, and make them do his bidding. He is virtually indestructible, and his only weakness is invisible, so no one can find it.

Example of Completed Character Sheet: (This character is of course copyrighted to me, and can be found playing activly at Tazlure.com)

Name: Typhonia "Storm" Rowan
Gender: Female
Race: Human
Religion: Is drawn to Anasis, but is not deeply spiritual, as of yet.
Looks: Standing tall at 5'10", her figure is healthily curvaceous, and well toned. Long auburn hair flows down her back, interrupted only by a lightening streak of white from her left temple. Wide green-grey eyes, fringed by long lashes, look out from an oval face of fair skin, sprinkled generously with freckles. She is usually garbed in a long skirt of breeches of dark green, and a cream-colored muslin shirt, Over this she wears a patchwork bodice. Leather boots protect her feet from the cold and damp, when she wears them. A long shodded staff serves as weapon and walking stick. A leather back pack holds what worldly possessions that aren't strapped to the back of her horse, Myst.

Personality: Charming & intelligent, with a cautious, cynical edge. While she doesn't like crowds or lots of noise, she does enjoy society in general. She is slow to trust, but once given, gives it completely, barring betrayal. Her heart she guards much more carefully. Surviving on her wits & few skills has left her distrustful both of fate and politics. She doesn't much believe in courting & wooing, but flirts and charms somewhat unconsciously, and enjoys men to much to rule seduction out. She insists that she is practical, level-headed & cool, but anyone who gets to know her has seen her temper and her tendency to daydream, both of which she vehemently denies.

Background: She carries an intriguing background, one that she herself discredits as nonsense, if you can get it out of her in the first place.
When pregnant, her mother was caught out in a severe storm by a rowan tree, when lightening struck it. How close it came to her mother often depended on how many ales her father had consumed before the telling of the tale. The shock of it sent her mother into labor a week early. Their daughter was born, healthy and hale, and with a full head of hair, including, her parents said, that unusual streak of white. Proof, the locals said with awe, that she'd been touched by the gods, predestined at birth for some great faith.
When she was small, it seemed a wonderful thing. Many afternoons were spent daydreaming about what great fate awaited her. She would fly with dragons, save a King, become a Paladin, save the Seven Isles from some horrible cataclysm. Who knew! He parents made sure she received a thorough education, learning to read & write, as well as book keeping. Her father taught her to ride, and her mother shared her love of the flute. She seemed to have a gift for weather lore. The elders of her village held her in high regard, and her peers eyed her askance, but were outwardly friendly, although she learned early the difference between true friendship and insincere flattery. As years passed, and nothing grand happened, her "destiny" came to feel more like a burden than a blessing, and she soon learned to dismiss it as the fond dreams of loving parents.
The locals were not so quick to dismiss the possibility of grandeur from within their own ranks. Once she reached adulthood, those peers of hers, whether from spite, or jealousy of all the attention, or out of just plain meanness, began to whisper and gossip that something darker than the Divine had been involved with her freakish marking. Where once she had been looked upon fondly & and with hope, the glances she began to receive were now tinged with fear and mistrust. First angered, and then saddened by the accusations, and no longer able to bear the growing disappointment of her parents' grandiose dreams, she set off on her own.
Twenty-five now and firmly believing that her life is meant to be as ordinary and mundane as anyone else's. The only excitement she expects is that which she makes for herself. She has traveled from land to land, playing for her supper, or doing odd book-keeping jobs, picking up what skills she can along the way, living a gypsy-like life.
She has come to the Western Kingdom, far from her home, seeking without knowing what it is she wants from life, and denying the secret hope deep inside that maybe her parents were right.

Skills: (10)
Use of QuarterStaff
playing instrument [[flute]]
book keeping
riding [[horse]]
weather & climate lore
reading [[human]]
writing [[human]]
cooking
fire building
herbal lore [[medicinal]]

Inventory: 25 coronets
Shodded Staff
basic bodice (2)
boots, waterproof
cloth breeches
lined wool cloak
skirt
muslin shirt (2)
basic sash
eating set, wood
waterskin
pot
2 person tent
leather backpack
wool blanket
flint & steel
flute
wood comb
lye soap
wax tablet
draft horse

Remaining balance: 11 coronet, 2 circlet, 2 lance