This thread's purpose is for the interested newcomer, the forum forager, the stray onlooker, or the thoroughly confused.
However, it is also for the grizzled roleplayer to whom roleplay has become second nature. It never hurts to have a look at the basics.
First, the explanation.
Roleplaying, is taking up a character for your own, and using it to co-write a story. Make no mistake, writing a story is a group effort! You could look at a character like a conduit, through which its observations, thoughts and deeds you can access the story beyond. However, a single perspective rarely does a story make. It is a group activity, as everyone often either take turns, or simultaneously fill in bits of the story through their character's aspects of it.
For instance, the mighty warrior Bruncules and the horrendously bad-lucked thief Archy take a stroll through the city of Arnost on their way to the blacksmith. If you take notice in the following sample, it'll also show that one doesn't simply need to throw something new in every time one posts, to create a dynamic story.
The author of the character Bruncules will probably write:
"Bruncules marched along the street on this dry day, his boots creating clouds of dust in their wake. He eyed a few fair maids in the bustle and tustle of the town, casually shading his eyes from the sun to allow him a lingering look and a dazzling smile. A kid bumped into him and moved on, ruining his rythm to approach one such maids for small talk. Oh, how he was bored. Had the blacksmith always been this far? He really missed his horse..."
Whereas the author of the thief Archy would probably write:
"Archy stepped lightly in the dust-covered pebbles, feeling very much in his element as he slid notes of time and location for a lewd meeting into the pouches, purses and baskets of passing ladies. He hoped the naïve knight would warm them up for the idea so he could make off with the spoils. Heh. Spoils. It's a good thing he went for a walk to the blacksmith today. He had subtly emptied the pillagings of the pocket-thieving kid having a go at the hero beside him. Three pockets he had lightened of passing merchants, and two leather satchels he had lifted off tradesmen who passed him much too close for comfort. He very much saw this as their punishment game..plus he'd actually have something to pay the blacksmith with, if the opportunity to make off with his order didn't present itself."
A simple walk to the blacksmith becomes a coloured, dynamic, and charismatic picture of a fantastic tale. This is achieved by one paving the story, and the other by, quite blatantly, taking advantage of everything the first guy described. Of course the second author didn't just copy everything, but also filled in further workings of the story. That he made an order at the blacksmith, that he doesn't actually have funds with him when he first set out to do this errand, etc. Had this selection been longer than a paragraph, he had very likely added much, much more rather than just re-painting the image the guy before him had already done.
However, it is this working that creates a full story.
It is the effect of added aspects. Anything can be played on. Wether it is that one guy starts with a description of a town that the rest will soon enter, or the nature of the road they're walking on. It can be a happening, like a market, a group of travellers crossing your path, or the bad guy of the story throwing a spear at you. Everyone who is nearby you, will see the same events in a different way. Or, in the case of Archy and Bruncules, although they take the same route at the same time, the events they experience are vastly different.
Another effect, is cause and consequence. If we are to fast-forward a week, and Bruncules happens to have a maid come to him holding up a note asking if he wrote it, we can be pretty sure what caused the consequence of Archy's broken nose.
Next up, styles of roleplay.
The examples treated above are what some might consider "Fancy roleplay". It is eloquent, long-winded, oftentimes beautiful, but it is somewhat an acquired taste. It is by no means demanded in this section. Posts in this fashion are often no shorter than three paragraphs, but can span up to entire pages. Yes, in a single post! Personally, I'm afraid this is my expertise..Can't you tell from this very post alone?
On the other hand, there is the middle variation, which would be anywhere from several lines in a single paragraph, to a steady constant of anywhere below three paragraphs. This is the usual in this section, so this is pretty much accepted in any thread to hit these boards.
And lastly, we have the Speed demon variation, which is about one to three lines a post. On average. This is recently used in some storyline games in which you just state what you plan to do, and the thread author spins the tale depending on what you decided to do.
It is a style not usually used by the regulars of this board unless they really, really don't know what to write about, and considering the effort that roleplayers stick in a thread to keep a story going, they really, really appreciate more than just three lines when you participate. As in the examples showed above..the more you describe and dive-into the story, the more the players have something to write about and hustle/vex/trick/cooperate/elaborate each other with.
However, This depends on the thread, the author, and the point of the story. Just as much as no one is waiting for fifty pages to read through in which the only important bit is a guy saying "yes" to a question another character asked him, no one would mind if you replied in a single line when for instance, a character asks everyone if they're ready for whatever comes next. So use your judgement!
If worst come to worst, remember this: A character also has its five senses. It can feel, smell, look, hear, and taste. Playing with these, is what brings a character to life. Tasting the filth of the sewers in the air, for instance, or hearing fragments of conversations as you walk by. Remember! The only limit you'll come across in roleplay, is the limit of your own imagination! And if you do it right, you'll spend years trying to find it to no avail.
Next up, etiquette of interactions!
One of the things some newcomers can stumble into is an annoyed or otherwise seriously pissed off roleplayer. Oftentimes, the newcomer has no idea what he/she could possibly have done wrong, while the older roleplayer out of sheer frustration can't even formulate a shred of legible "That's why!".
Often though, the older roleplayers do it themselves, don't see it, and then need me to bash their skulls in to remind them. So, without further ado, to save many from my further bashing!
When you interact.
By interacting I mean for instance that your character would give, take away, or otherwise physically influence another character. This is tricky. It is an accepted truth that you cannot simply influence another character without the author of that character's consent.
For instance, how would you feel if you spend three large posts readying your character up for battle, and then some roleplayer with his character comes along and stabs you in the gut and kills you just before the battle starts, without letting you have a say in your own character's death? This is a case that is considered God-modding, often referred to as Godmoding..kind of a reference to the old games in which there was a "god mode" you could turn on, but I digress.
God moding is not accepted within these halls. The line has to be drawn somewhere to avoid roleplayers from bashing eachother's eyes in with massive posts calling each other names...although I must admit that would fill up a lot of the empty space we have in Roleplay these days.
So the line is drawn between the characters of two authors. It's simple, really. To avoid God-moding, the author of the character on the receiving end must always get a chance to reply. The author on the giving end just makes the intention, or at least the motion of his character clear, without actually touching the second character.
Another example would probably make it easier to understand:
"Character A stabs character B and kills him." is considered god moding.
"Character A slides out a knife and stabs towards Character B" is not considered god moding. Why? Because author of Character B get the opportunity to reply. He can either man up and take the stab fairly followed by a sum-up of death throes, or he can honestly choose to parry, sidestep, or counter the blow. That is, if he can argument the likeliness of his character not dying. Why? Because if a roleplayer keeps avoiding death on flimsy grounds, the other roleplayers are going to intervene and just describe him as being killed. Any complaints or continued denial at this point, are going to be pretty much ignored by the sheer majority. This is roleplayer-justice. We are big on that here.
However, death is not the only god-modding situation. It is merely the most extreme, and the most likely to cause friction within the roleplayer community. However, god modding can be anything from for instance constantly knowing what your opponents are doing despite not having firm grounds for doing so, or giving someone a handshake in a tavern, at a bar somewhere while your character is actually about thirty miles away soiling himself in the woods. Situations like these are regretfully happening more times than we care to admit - luckily not in this roleplay section at least in a good long while - but it is still a frustration most present throughout the roleplay world all over the webz.
Be careful! Even giving a man a handshake without giving that author a chance to reply can be perceived a god mode! However, this only really happens if that author didn't want his character to accept the handshake of yours to begin with. So, what did we learn? Generally when a move is considered positive, no one is going to stand on their stripes and accuse you of a god mode. Make ample use of this knowledge, but don't abuse it!
Slight added section; Meta-gaming Technically, this could be construed as part of godmoding, but does require a little attention on its own.
Meta gaming is when knowledge which you as writer of your character, and therefore reader of the story, gets mixed up with knowledge of your character. This sounds complicated, but it really isn't. For instance, imagine your character is a farmer who hid his family heirlooms in a chest in a pile of manure. Another player, let's say, a wanderer, comes by your farm and all of a sudden decides to search the pile of manure in the middle of the night. No pre-text. No real reason why he would possibly ever want to sink neck-deep in a pile of creamy, runny, maggoty manure with no hopes for a shower.
Except that the reader knows that there's a pile of money to be found in there. It's this sort of thing, that is considered Meta-gaming. You may know that there's something in there. As a reader. But your character will not. To have your character knows things he shouldn't, or do things without really knowing why - aside from the reader knowing - is called Meta-gaming, and is possibly the fastest way to start a fight with your fellow roleplayers for unfairness.
If what I wrote was a little hard to follow, here's another example, given by JokerNinja;
""characters A and B meet, and leave an item in location 1, before leaving. B then phones someone and reveals themself to the readers to be against A. A then decides to take the item from location 1, and move it to location 2."
A did not know that B was evil, but he acted without cause or reason. Of course the basis of the thread matters in this case. In a medieval setting, this is metagaming. In a crime or apocalyptic setting, this could be seen as metagaming, or could just be A being paranoid." The reason why in the latter case it could be construed as just being paranoid, is because in a crime story, criminals are cautious and paranoid. Therefore, they could have a plausible, actual reason - which would not make it meta-gaming if written well enough. Still, after the reveal, it is a very grey area. Try to avoid this situation.
At any given time, in the author of the first post, also known as the thread maker, is the Game master! His/her word is law!
Doesn't matter what circumstance, the thread maker always has the last say! He/she is the one who started the story, who therefore also understands best the workings of what they're trying to do, and therefore no matter what dispute, argument or entitlement a person can have, The thread maker's word is final. Cut your losses, set your jaw, and write on.
Creating a thread!
If you're a newcomer, I can understand you want to cut straight to the chase and make a thread of your own. That is fine and well, but before you get agitated that no one replies, allow me to mention what roleplayers are after when they see a new thread.
They are after A: Context. It's fine if you post a simple line and expect them to jump on it, but considering this board does anything from sci-fi to fantasy, from medieval to roman to futuristic, we've gotten accustomed to people telling us what timezone we're typing in. A simple explanation of when, and a short description of the immediate surroundings will suffice! This way a roleplayer knows he's not messing anything up by posting. This is by far, the most important thing roleplayers look for.
B: Expectations(Optional): Sometimes a threadmaker has it in his brainpan that he wants to head a certain way, and if he didn't mention anything about it, roleplayers have the tendency to pave their own roads and go against what the threadmaker initially intended. They don't do this out of spite, but out of ignorance. They just didn't know there was a direction in mind! So, to avoid frustrations between the threadmaker, the OP as it were, and the roleplayers who join in, it's a good thing to sometimes subtly drop in your opening post, where you want to go. For instance, if I were to make a thread involving lots of hurdles and story plot twists towards the end, I'd give a context of the location, the time in which it happens, and a statement that all characters irrespective of how they start, are to gather at location 1, the beginning of the quest. Say, for instance, a Glass Door on a hill outside a city. This will get the roleplayers on track, rather than you having to beat this apparently unruly bunch with a stick to get there.
C: Game rules (Optional): Depending on what kind of story you're considering, take in account that if the rival system in your thread is complex, the roleplayers will need a solid lay out of its rules and workings. For instance, in a medieval thread we had a while ago called Affairs Of One's Lands, in the opening post we had an explanation that roleplayers could choose once a week what the lands of their characters planted in terms of agriculture, and that at the end of that week, depending on if the crops worked or not, they'd get a certain amount of gold which they then could continue to spend on things such as troops, defences and other things.
D: Limitations(Optional): Sometimes, a thread maker wants to keep his/her thread well-balanced, not allowing one roleplayer too much advantage over the other right from the start of the thread. To this end, he/she will sometimes limit what kind of characters roleplayers can choose from. For instance, in a Lord Of The Rings type thread, he/she could choose to deny the roleplayers the race of Elves for their eyesight if he/she feels that it could be an unfair advantage.
This doesn't really happen often, but it's an option the thread makers have to their disposal if they want it. Their word, as we discussed earlier, is final. No loopholes. Just final.
Edit 15/01/2016; Edited in Meta-Gaming due to JokerNinja's request.[1172933]