Some Brief Remarks on Roleplay Etiquette and Decorum wrote:Handling Disputes Over IC DetailsRoleplayers will not always see eye-to-eye, even when they are fully committed to working together. Every RPer approaches an RP thread from his or her unique individual perspective (which personal experiences tend to shape in a very big way), so it is very important that every RPer participating in that thread have an understanding of and an appreciation for the perspectives of the others to keep the RP thread healthy. This means that RPers who enter a thread should be transparently candid about the RP goals they want to achieve through their participation and entertain a willingness to discuss and settle on some OOC rules they can agree to honor over the course of their participation.
In practice, this means that NS RPers who want to join an IC thread need to acquaint themselves with the thread’s details and recognize and honor the basic RP goals specified by the IC thread’s host(s). As in a real-life social gathering, it is incumbent on the host to spell out the sort of details that the “guests” need to know. Such details can include e limits on the number of participants who should be allowed to enter, the thread’s desired genre and story format, the time period in which the story is to be set, the sort of “magic system” that is canon for that particular thread, and whether the IC thread’s story is supposed to be driven by its characters, IC events, or both. I have witnessed numerous cases in which RPers hosting IC threads fail to specify the social and canonical boundaries they want other participants to respect, only to end up scrambling to make new rules as they go along in response to OOC disputes that arise after the threads are well underway.
One of the best things RPers can do to avoid disputes over IC details is to discuss details that can materially impact the direction of a story’s plot before setting those details in stone. For instance, I might want to RP a duel between one of my characters and a character controlled by another RPer. I assume that both characters agreed to dueling terms that allow them to wear armor, while the other RPer assumes that both will be fighting unarmored, and we both make several RP posts before I mention that the other player’s character failed to wound my character because my character is wearing armor. The other player might post, “Hey, wait a minute. You didn’t say the duelists could wear armor in this thread. I was under the impression they were both going to fight unarmored.” In this scenario, both of us would be at fault for failing to bring up the subject during the planning phase of the RP and getting this matter hammered out before finding ourselves with a dozen posts to discuss and then retroactively edit.
I have seen many RP threads crash and burn through OOC disputes resulting from RPers making RP decisions based on differing assumptions they did not disclose to the other RPers in those threads. History has shown that clear, consistent, and civil communication is an excellent preventive measure, as is a willingness to “stop and ask for directions” whenever an RPer is trying to take a thread in a direction you do not fully understand. There is also much value in inviting a disinterested third party to mediate disagreements (in fact, the ability to mediate is one thing Mentors look for when recruiting new Mentors).
Willingness to LoseMost RPers tend to dislike seeing their nations and characters lose at things because the logical consequences of defeat tend to curtail the range of things they can do with their settings and characters in-universe. This is especially true anytime your NS nation gets destroyed by a war, plague, depression, or natural disaster, since these sorts of things tend to leave nations in poor shape for throwing their weight around in-universe for a long span of time. The same basic principle applies to cases in which you lose a major character or institution or concept in which you have invested significant amounts of time and creative effort.
Losing can often come with major in-character downsides, but a willingness to lose can also gain you a number of OOC benefits. As
Krieg’s Guide to Losing explains in greater detail, a willingness to lose demonstrates good sportsmanship and will therefore earn you respect as an RPer. It will also help you keep your ego from getting sucked into an obsession with winning at all costs. Losing can enable you to explore a number of new RPing options that you would not have any reasons to explore if your nations, characters, etc. consistently won at everything. For example, a story about a defeated nation rebuilding and rearming can be just as fun to write (and as fun for your audience to read) as a story about a nation achieving glorious triumphs on the battlefield.
You are, of course, free to do whatever you like with your NS nations when you get into a losing conflict. Nevertheless, retconning your way out of a loss is regarded as the “easy way out” for a reason—it is equally possible for you to get your NS nation out of a bind the hard way by RPing its recovery, even if that means retiring old, established characters and having to create a new generation of characters to carry your nation’s story forward. From a creative perspective, it is a more fulfilling way to address an IC loss because it gives you a way to incorporate it into your canon. From a sportsmanship perspective, it shows that you are willing to honor all the time that others spent building a shared IC history with you through RPing with them.
Avoiding Godmoding and PowergamingThere are many different practices that tend to detrimentally affect RP threads and thereby discourage other RPers from wanting to roleplay with you. In addition to bad habits like provoking other players and failing to distinguish OOC stuff from IC stuff, there are other forms of roleplay behavior that will often cause other RPers a great deal of annoyance. These forms of unsportsmanlike behavior include godmoding and powergaming, both of which you ought to avoid.
Godmoding, a practice in which RPers try to give their stuff unfair advantages, typically comes in five main forms: saying what happens to another RPer’s stuff, declaring your own stuff invincible, refusing to accept any losses without cause, metagaming on purpose, and using selective retcons to undo events (especially losses) that you and your RP partners agreed to accept. These practices are known as godmoding because they perform the same function as “god mode” cheat codes in video games. If you want to read about godmoding in further detail, Euroslavia’s
comprehensive treatise on godmoding is your best friend.
While godmoding is consider bad form because explicitly violates NS RP rules, powergaming is considered bad form even though it does not technically violate anything except the RP community’s standards of decency. Powergaming is the practice of RPing with other RPers in a way designed to guarantee the others will always lose. One major example is using an established nation account to RP the conquest of nations belonging to new players who RP with NS stats (thus putting them at an inherent disadvantage) and then claiming to own hundreds of “colonies” when going up against another established RPer. While powergaming is not technically illegal, it is tasteless, immature, and petty enough to constitute a form of bad RP etiquette and should therefore be avoided.