|Settlements - Factions|
Quarters - Shops - Bank
Riding - Sailing
Communication - Portals
Time - Containers/Bags
Radiant Heart - Assassin's Guild
|Description - Disguise / Covered|
Languages - Experience - Quests
Pickpocket - Rest
Death - Lycanthropy - Investigate
Sequencers - Runic Sequencers
|Classes - Skills - Feats|
Spells - Summons - Misc
|Rules - Roleplay - Maps|
Common Bugs - Staff
In roleplaying, players in game adopt and act out the role of their characters. They act in accordance with personalities, motivations, and backgrounds of their characters, that are often different from their own in real life.
Roleplay is acting out the role of character that is represented by characters' sheet. Character that has low intelligence should act accordingly, not recognizing every flower, not remembering complicated formulas or speaking in elaborate language, even when such character is played by University professor who would know all these things.
On Arelith, good roleplayers are in time granted a RPBonus that grants small RP bonus in experiences.
- Gary Gygax: "A Master role player is one who is willing and able to bend their character concept to make the game more enjoyable for all involved."
Storylines and development of characters
- "Long term character develops happens almost entirely IC, and we like it that way. We have a staff of DMs who will put on quests now and then, sometimes long-term, sometimes short-term, but we really like to keep the focus on the players creating their own stories.
- The idea of a dynamic roleplaying world is that if you want your character to have an impact and are willing to put the effort into making that impact, then the world will change based on your character's actions. Sometimes those changes are planned ahead of time as part of an intended story on the player's part, sometimes those changes are more spontaneous and merely a result of keeping in-character and reacting to the world around you. Either way, we strongly support the idea of going in game and becoming a part of the world over writing down and organizing plot points."
Here are some things Artos has picked up over the years:
- Have several story arcs for your character. One that is accomplished in one play setting, one that is accomplished over the course of a week, one over a month, and one that is the character's MAIN overarching theme/story.
- Don't have these be things that are entirely dependent on other characters, or ESPECIALLY DMs. You'll find your progress stunted.
- Stay in character at ALL times.
- Don't have too many predetermined expectations of yourself or others around you. Just let the game and story happen.
- Use the ample game resources to guide your story. Don't refer to things that aren't actually there or able to be imagined. When interacting with players, try to offer them options of how to react. Don't force people to be your fun. Be the fun for other people.
- Use the mechanical features of Arelith for communication. Speedy messengers can send messages to others online, Message boards will store your Writings and serve as an in-game in-character message board (thus their brilliant name). The -faction feature will allow you to organize groups and keep them all in the loop about guild wide news. Ask around or experiment with these features, I believe they will help you keep things organized in lieu of a GM.
- Also, familiarize yourself with Arelith game time. The days, months, years, etc. Typing -date will show the date. In fact, be sure to familiarize yourself with Mith's Console by typing the hyphen ( - ) in game to bring up your options. Knowing what time it is helps tremendously when reading message boards, to see what is current and what is obsolete. Also, its huge for immersion when you know what season it is (the weather should be a clue).