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Basic Roleplaying Guide

 
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Vevier
Immortal


Joined: 23 Jul 2008
Posts: 1642
Location: everywhere

PostPosted: Sun Jul 26, 2020 7:37 am    Post subject: Basic Roleplaying Guide

Welcome to the Abandoned Realms, a world where the stories you wish to tell come to life. Or so the story goes. What happens when you get into the game and all of a sudden a trio of bards have wandered into the room and are literally dancing circles around you? Me? I'd join in. For you, I can only offer the tools to respond as fancy takes you. BEHOLD. A COMPILATION OF USEFUL INFORMATION.

==ROLEPLAYING BASICS==
SAY
Syntax: say/yell <message>
Syntax: '<message>

This is the most basic way to communicate. Simply type SAY before what you want to communicate and you'll get your point across. Save yourself some key strokes by using a single quotation. Save yourself even more by making sure Auto: autogrammar is turned on under CONFIG:
Code:
say oh hi
You say 'Oh hi.'

'didn't see you there
You say 'Didn't see you there.'

SAYTO
Syntax: sayto <character> <message>

Used relatively often, typically in a room with many people with many different conversations going on. This will fail if your target is not in the room, but does not require a complete name match. Works on both players and NPCs.
Code:
 look
A gnome boy is here, crying.

sayt gnom there there
You say to a crying gnome boy 'There there.'

sayto girl where did you go?
They aren't here.


ESAY
Syntax: esay '<description>' <message>

ESAY is an emoted version of say. Use it to add some roleplay. If you wish to esay all the time, you can set that with ESAY SET FULL and ESAY SET BRIEF, which will allow you to use the esays with 'say' and will give a long version of your speech the first time you speak and a shorter version after. Use ESAY SET to see all the commands. ESAY RESET will remove it.

To use your esay, just type SAY <argument>.
To set or edit your esay, type ESAY SET for directions.
To check your esay, type ESAY PREVIEW or ESAY SHOW.
To remove your esay, type ESAY RESET.

Code:
esay 'whispers silently' Have any duck?
Vevier whispers silently 'Have any duck?'

esay set full whispers with the darkness of ages
Your full esay is: whispers with the darkness of ages
This will look like this:
Vevier whispers with the darkness of ages 'Some suitably long example speech.'

esay set brief whispers
Your brief esay is: whispers
This will look like this:
Vevier whispers 'Some suitably long example speech.'

esay set self whisper
Your self esay is: whisper
This will look like this:
You whisper 'Some suitably long example speech.'

say Let's kill griff. im hungry
You whisper 'Let's kill griff. I'm hungry.'

esay reset
You have reset your esay.

say whew
You say 'Whew.'


Sidenote on the note in esay set: "NOTE: Beginning with a single quote will suppress the space after your name." This is usually used to create a starting possessive:

Code:
 esays 'eyes roll back as she channels dark forces to say' hi
Vevier's eyes roll back as she channels dark forces to say 'Hi.'


TELLS
Syntax: tell <character> <message>
Syntax: reply <message>
Syntax: gtell <message> (communicate with your groupmates)

All characters and creatures of the Abandoned Realms are born with some minor telepathic ability. The tell command allows one to send a telepathic message to another. A player character needs to be awake to be able to receive telepathic messages (tells).

Some characters may be able to conceal themselves from telepathy by using stealth. They will be unable to send or receive any tells until they leave it. Anybody who was engaged in tells will lose the ability to reply as soon as they conceal. This applies to SHADOWFORM, HIDE and CAMOUFLAGE, but not to invisibility.

You will be able to reply to immortals who send you a tell.

Code:
 tell vevier now you've done it
You tell Vevier 'Now you've done it.'


LANGUAGES
Syntax: rsay/rgt/ryell <words to be spoken in racial language> (@ default is say)
Syntax: csay/cgt/cyell <words to be spoken in class language> (# default is say)

This can be used if you want to communicate privately with certain individuals without using tells.

Code:
csay the codephrase
You say in draconic 'The codephrase.'
An Immortal says in draconic 'hpz zaorz pag rzyh hpz izgh'


Note - I ran into an issue using cmud and # or #say commands. If you use cmud, I recommend getting used to rsay etc. instead of trying to find another workaround.


SOCIALS
Syntax: socials (to see the whole list)
Syntax: preview <social> (to see what a given social looks like>
Syntax: <social> <target person or object>

The socials command displays a list of built-ins. These are gestures that have been created to oil the wheels of roleplaying a little by providing some common actions ready for use. It is advisable to make some personal emotes to distinguish your character with, instead of relying solely on the built-in socials. For example, a distinct way of laughter or gesture.

Most socials can target a player or object in the room.

It is highly recommended that you preview any unfamiliar social before you use it as some may not be exactly what you think.

Code:
salute shorts
You salute a pair of bermuda shorts for all its hard work.

preview bite
To you, no target   : You bite your lip contemplatively.
To others, no target: $n bites $s lip contemplatively.
To you, miss target : Hungry?  No such luck.
To you on yourself  : You bite your knuckle in anguish.
To room, on you     : $n bites $s knuckle in anguish...the tragedy!
To you, target found: You bite $N on the neck.
To your target      : $n bites you on the neck.
To room, target found: $n bites $N on the neck!
To you, on object   : You bite $p.
To others, on object   : $n bites into $p enthusiastically.


And if you can't find a social you like...

EMOTE
Syntax: pmote <string>
Syntax: emote <string>

Use this to create a unique description of what is going on and add flavor to your character. Many players develop unique emotes to replace some of the standard socials to help bring their character to life. Pmote does the same thing, but will replace anyone's name in the string with the word 'you'. Doing this is considerate to other players, but not required! You can include multiple names in a single pmote.

Code:
Groq writes:  pmote knees Jaran in the cobblers.
Jaran sees:     Groq knees you in the cobblers.
The room sees:  Groq knees Jaran in the cobblers.


ECAST
Syntax: ecast <custom string> <spell name>
Syntax: ecast <custom string> <spell name> <target>

ECAST allows the user to add flavour to his spells via a personal emote. After processing the additional argument, the spell is cast as normal. Spectators will see a change in the way the spell is incanted.

Code:
ecast 'as he throws dust into the air' sanctuary
Mage utters 'sanctuary', as he throws dust into the air.
Mage is surrounded by a white aura.


POSE

Syntax: pose
Syntax: pose <0-8>
Syntax: pose <argument>

When used by itself, the POSE command will show your current pose (if any) and a list of predefined poses for your class.

When used with an integer, the POSE command performs a standard emote and changes your long description accordingly, so that you appear to still be in that state when people enter the room. An example of this is a bard's juggling. Each character has four class-specific poses and four that are general poses expected for common usage.

When used with a string, the POSE command adds the string to the end of the player's long description. For example, SLEEP first and then "pose curled up in a ball", and others will see "Someone is sleeping here curled up in a ball." Movement and position changes delete the string. This means you would need to type it again each time you sleep.

Code:
pose 2
You habitually take out a coin and flip it. Heads.

pose 0
You flip a loaded coin one last time. Heads.

pose 7
You get a distracted stare on your face.

pose 0
You snap out of it and return to what you were doing.


Note that any movement, including changing your position will reset your pose.

THINK
Syntax: think <message>

This is an in-character message to whatever gods may be listening that something is on your mind. This doesn't have any outward echo, but can be used to communicate what's going on 'behind the hood' for your character development. It's totally optional to use and is there to allow you a pressure free way to send imms a message.

Code:
 think How much longer is he going to talk?
You think 'How much longer is he going to talk?'


BACKGROUNDS
Syntax: background - display a list of all background commands

A background provides an opportunity to define the early-life experiences that have helped shape a character into what it is in the present day. It is a recollection of significant events, people, and/or places that hold great meaning to a character, perhaps enough to affect the aspirations that he holds. For example, a background may state that the character was born into poverty in farmlands to ordinary parents, and the yearly visits of a rich travelling circus persuaded him to leave the farms behind and travel the world performing as a bard. Another example may be the character entered into slavery at birth, eventually rescued, and sworn himself to become a paladin to save others who suffer at the hands of evil men.

Backgrounds should end at the time your character emerges in the realms for the first time. There is no need to stick purely to childhood and teenage experiences for backgrounds, but once the character is roaming the realms in plain sight of other people, their background should be considered the past.

As your character ages, you might wish to add additional pages into your background. These may be a requirement for roleplaying rewards such as alignment changes and can be used to justify your characters actions. We recommend to always add a new page of background when anything major happens to change the direction of your character's roleplaying.
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Vevier
Immortal


Joined: 23 Jul 2008
Posts: 1642
Location: everywhere

PostPosted: Sat Aug 08, 2020 5:04 pm    Post subject:

Updated with new commands for race speech and class speech. Thanks Olyn for looking out for us Cmud users. Smile
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