06-13-2025, 03:22 AM
I think it's a lot better than it has been in the past already, but I do think it's worth discussing.
I think this is where taking a step back and realising we're still in control of the story and our characters is important.
RPing a story is fun - playing a consistent character with their strengths, weaknesses, wishes, vices, friends and nemeses is fun, it's what drives part of the compelling and engaging depth in RP to me. But that doesn't mean you can't weave these things into a story while still keeping in mind to fairly treat everyone on the server. I think that's our responsibility as players, both in encouraging it and putting a good example where we already do, and perhaps sometimes catching ourselves when we don't.
If a friend of my character walks in, I'll greet them with more familiarity than I would a stranger, but that doesn't mean I won't interact with that stranger. There's a whole host of RP tools, even if you're playing a grumpy asocial character, to show that you, as a player, want to interact with this other newcomer. You can emote a grunt at them and a brisk 'And who are you', or as a shy character, emote something about scooting off to the corner, nervously glancing at the newcomer.
I could keep naming examples, but my point being - as RPers we have plenty of tools to make any scenario happen in a way that very much fits our characters and showcases the lovely personal and interpersonal development we make, while still conveying that OOCly, we're all playing a game together and we'd be happy for them to join in.
I think it's a bit silly to demand of everyone to treat everyone they play the game with with the same familiarity. Of course if we see a good friend in the game when we sign up for the shift, we're going to want to go over and play with them. Of course if you see the character yours has had some very emotional, thick-and-thin moments with, you're going to want to experience the warmth of that bond. I think that's natural.
What's important is that we do this in a way that lets us enjoy and express that story, while also having places in that story to welcome everyone else who wants to start adding to that story and offering them avenues to participate, especially in a way that's mechanically fair to them - there's loads of avenues to make that make sense in RP-flavour without advantaging or disadvantaging one side over the other.
Ultimately, it's all of our responsibilities to ensure that we're a welcoming, pleasant environment, and that playing with us is fun - and to hold those around us accountable for that, too.
I think this is where taking a step back and realising we're still in control of the story and our characters is important.
RPing a story is fun - playing a consistent character with their strengths, weaknesses, wishes, vices, friends and nemeses is fun, it's what drives part of the compelling and engaging depth in RP to me. But that doesn't mean you can't weave these things into a story while still keeping in mind to fairly treat everyone on the server. I think that's our responsibility as players, both in encouraging it and putting a good example where we already do, and perhaps sometimes catching ourselves when we don't.
If a friend of my character walks in, I'll greet them with more familiarity than I would a stranger, but that doesn't mean I won't interact with that stranger. There's a whole host of RP tools, even if you're playing a grumpy asocial character, to show that you, as a player, want to interact with this other newcomer. You can emote a grunt at them and a brisk 'And who are you', or as a shy character, emote something about scooting off to the corner, nervously glancing at the newcomer.
I could keep naming examples, but my point being - as RPers we have plenty of tools to make any scenario happen in a way that very much fits our characters and showcases the lovely personal and interpersonal development we make, while still conveying that OOCly, we're all playing a game together and we'd be happy for them to join in.
I think it's a bit silly to demand of everyone to treat everyone they play the game with with the same familiarity. Of course if we see a good friend in the game when we sign up for the shift, we're going to want to go over and play with them. Of course if you see the character yours has had some very emotional, thick-and-thin moments with, you're going to want to experience the warmth of that bond. I think that's natural.
What's important is that we do this in a way that lets us enjoy and express that story, while also having places in that story to welcome everyone else who wants to start adding to that story and offering them avenues to participate, especially in a way that's mechanically fair to them - there's loads of avenues to make that make sense in RP-flavour without advantaging or disadvantaging one side over the other.
Ultimately, it's all of our responsibilities to ensure that we're a welcoming, pleasant environment, and that playing with us is fun - and to hold those around us accountable for that, too.