03 - Roleplay Basics


Roleplaying is essentially the act of performing on a virtual stage. A role-player creates a character, develops their backstory and personality, and embodies that character. Together with other role-players, one can engage in dramatic scenes, epic battles, and timeless fun. Firstly, do not presume that you are the only new person coming to roleplay. It is likely that there are a few others like you, searching for an opportunity to connect with a new style integrative starship atmosphere.  Before becoming a member, please take the time to read all the information provided by us, including rules, character sheets, and tips. If you are unable to locate this information, do not hesitate to ask a member for assistance, which is typically as simple as inquiring with someone nearby. Just remember the day and time you seek asking for help as IC (roleplay) - is an abbreviation for "In Character" OOC non-roleplay times) is an abbreviation for "Out of Character"


3.1 Gameplay Structure

 

It is only a game

 

Do not take anything expressed in-character (IC) personally; do not become upset out-of-character (OOC) with someone on a personal level; do not assume that anyone is driven by OOC motivations. If you are behaving poorly and treating others badly, that is your choice, but it is your responsibility to privately remind them that everything is IC and that you hold no OOC negative feelings towards them. A lack of communication from either party is a fault for both parties. Throughout Second Life®, numerous role-play simulations and participants manage to adhere to this principle without difficulty. If you neglect to do so, you can be certain that your fellow players and game masters (GMs) will remind you of this section of the guide repeatedly. This is quite straightforward! Even complete beginners in role-play should be able to comprehend this.

 

You cannot Win

A further reflection on numerous poor role-players - SUCCESS. No, it is not permissible - every aspect of roleplay is intended to narrate a story. EVERYTHING. Thus, in every instance, you are a component of the narrative as a character, contributing to its development. Your responsibility is to assist in crafting a story that will captivate others.

 

PLAYER ROLES

 

All participants of Gallant are categorized into three distinct groups: Command Staff - GM the story arc, department heads, and players. The Command Staff functions similarly to Game Masters and administrators. They oversee both in-character and out-of-character aspects of the story arc, collaborating with one another and the other players to facilitate effective news dissemination, story creation and execution, and roleplay. Members of the Command Staff are experienced players who have been part of Gallant for many years. They have a deep understanding of the group rules, the various players and characters, and the ongoing storylines. Additionally, they are seasoned hobbyists who have engaged in this form of Star Trek roleplay for decades. The daily responsibilities of a Solaris Command include creating and managing website content, overseeing player and story management, handling story and plot development, mediating disputes, orienting new players, and fulfilling all other expectations typical of a traditional player. Department heads are players who assume a senior in-character role within the roleplay. Examples of such roles include Chief of Security, Operations Manager, Chief Science Officer, or Chief Engineer. While department head players carry out standard role-playing duties like any other player, they also bear additional out-of-character responsibilities. These responsibilities involve supervising and managing the other players who write characters in their department to foster new writing opportunities and ensure seamless gameplay. Department heads collaborate with the Command Staff and the players in their department, serving as a form of 'middle management'. Although these players are often veteran members of Gallant, this is not always the case. Any new player may request a department head position, provided there is an available role and they are prepared for the challenge. Players, or standard players, are those who do not belong to either the Command Staff or the department heads. They are not tasked with additional out-of-character responsibilities.

 

Other players are your audience

 

Please take a moment to comprehend your thoughts and expressions within the narrative story arc! Unlike the mindset found elsewhere, the other participants are NOT your adversaries; they are NOT your foes; they are NOT individuals who 'bring you down.' If you perceive them as obstacles to ‘your magnificent storyline,’ then you have truly failed to see the forest for the trees. The other participants are your audience. Every action and dialogue you engage in IC should be executed with an audience in consideration. Your aspiration is that they will recognize your efforts, engage with you, and enjoy themselves. It is hoped that they will reciprocate this enjoyment within the narrative story arc.

 

Private plots

There is no such thing as a private plot. Everything creates ripples. A small personal plot can always be overheard, and you cannot ever claim, 'This is merely a plot between the two of us.' That would be selfish. If you seek such an environment, go to places that permit selfish interactions. We are a role-playing simulation, not a gathering of self-centered individuals. If you wish to engage in a plot with a friend, seek a private location elsewhere. Utilizing public spaces necessitates that your plot is open to the public. Certainly, you can arrange it so that no one is present to witness or hear the plot. Absolutely. However, if someone happens to overhear, then they do, and you must incorporate that reality into your plans.

The Basics

In our roleplaying the story arc medium, which heavily relies on the synopsis story, the most skilled role-players are not always the most proficient writers. However, they consistently exhibit the highest levels of expressiveness and believability to set the stage in motion. The distinction between good and bad roleplay can be seen as subjective. Nevertheless, it is important to acknowledge that to gain acceptance within the roleplay community, one must adhere to specific standards and etiquette.

 

GAME GOVERNMENT

 

The hierarchy of the USS Gallant resembles that of a constitutional monarchy. At the top, there is one Captain who manages all aspects of roleplay. The Command Staff is supported by other departments that carry out many similar duties and operations. The X.O. Commander assists the Captain but does not possess the authority to override the Captain; however, their advice is always highly valued. Department heads provide assistance to both the Captain and the assistant commander with any necessary matters, and they also offer their counsel and communicate any issues or suggestions from their respective players. Standard players are encouraged to discuss any requests or suggestions with their department head, who will escalate them up the chain if needed. In practice, all feedback is considered by all involved parties, and there has never been a situation where the Command Staff has disregarded the requests of the community as a whole.

 

What are Story Arc Goals and Objectives?

The Story Arc provides each department with roleplay notecards, offering role-players, users, and learners opportunities for interaction, enabling them to engage and strive for specific outcomes. Occasionally, these outcomes are determined by the players themselves, particularly when they seek something from their experience.

Typically, however, these outcomes are established by the team, often referred to as goals or objectives. They serve to provide role-players and learners with a focused direction; a path to follow; or a challenge to overcome based on the Story Arc.

But what precisely are story arc goals and objectives, and why should they be incorporated? This article will examine story arc goals, along with the various distinct types available for role-players and learners to engage with and attempt. These will be contrasted with transient and fixed goals in story arc design, as well as their influence on player experiences. Story arc goals will be discussed from the perspective of role-player design, learning styles, and story arc-based learning, particularly in relation to connecting story arc goals with learning outcomes.

Specific elements of story arc game goals and their impact on role-player motivation will be explored, in addition to how role-player engagement fosters flow state, reflection, and play within the magic circle. Furthermore, this article will address how story arc game goals function in harmony with role-player depth, and how G.M.s can leverage role-player skill development while simultaneously reducing luck and randomness.

The role player experience is a crucial factor for other role-players engaging with the story arc for learning; thus, role-player feedback loops and the handling of failure will also be examined. Lastly, the discussion will encompass role player progression, development, and eventual transformation, as well as how the achievement of goals constitutes a vital aspect of the application of the story arc through game-based learning.

Why Are Story Arc Game Goals Important? In the absence of goals, the story...