Diversity isn't measured by your class or stats, but by how much you want to expand your character's identity. Maybe your character's race has certain limitations or mannerisms that make it unique to play. The rasping hiss of the lizard man, the atrophied bones and carrion stench of the undead, and the keening cry of the giant eagle each contribute to the diversity of the role-playing atmosphere.
How does your character act? Is he good or evil? Does he value his own life over all others, or is he more interested in protecting the innocent? Would he hold a grudge, or easily forgive? Perhaps he feels no responsibility to others, but couldn't forgive an insult to his own honor. Some classes and races are expected to act in a certain way. For example, most dwarves are bold and quite willing to help a person in need at personal risk, while goblins are cowardly and feel no remorse about fleeing a confrontation or leaving their companions to die.
Does your character have unusual mannerisms? Is he flashy and full of bravado, or silent and reserved? Is he a smooth talker, or gruff and terse? Is he spontaneous, or does he carefully judge his actions first? Finding creative ways to demonstrate the qualities of your character is what role-playing is all about.
Race is the single, most defining trait of a character in a fantasy role-playing game. Characters can be human, of course, but it doesn't take great imagination to play a human, now, does it? That doesn't mean humans are bad, or wrong to play. Some of the most well-developed characters are humans. However, the players of these characters have chosen to make something other than race what makes their character unique.
Being unique is central to fantasy role-playing. When a character can't be distinguished from another, both characters are no longer unique, and will be less interesting to the players. So you're going to be another human fighter. Can you make him unique? If not, maybe a goblin shaman would add more color to the game, and be a more interesting personality to play. There are thousands of known races to choose from, and countless others that you can devise on your own. Use other games or books as reference, if you want ideas.
Take the time to select a race that would pique your interest. Don't choose one you'll play for a week, then get bored. When you have found something that looks interesting, decide what kind of class in the game would best represent the character's abilities. If he's a bold, young dwarf, perhaps he is best suited for a fighter, ranger, or thief class. If he's a dragon, which class best represents his abilities? Perhaps a multi-class with both fighting and spellcasting ability. If he's an intelligent grizzly bear, maybe the fighter/thief class would be good.
Characters aren't perfect. Decide what makes your character real. Is it the dwarf's distrust of magic, or homely appearance? Is he strong, but unintelligent? Is it the dragon's greed, a soft chink in his scaly hide, or an old injury? Does the bear lack the ability to use a missile weapon? Does it fear fire? Flaws in physical characteristics and personalities greatly affect how other players will perceive your character. Perfection is the most boring thing in the game. If necessary, use reference material to determine what kind of weaknesses would be appropriate to your character's race or class.
If you haven't considered it yet, now is the time to create background, or history, for your character. How old is he? From what kind of region does he hail? Perhaps the dwarf was born to his clan in the mountains hundreds of miles east of the city, and is now about forty years old, which is in his mid-teens in human years. The dragon could be the ancestral enemy of the dwarf, who has lived for hundreds of years in the crags in the same range of mountains. Has he been in battles? Did he encounter people that affected his life somehow? How was he taught to fight? What kinds of weapons did he learn to use? How did he get here? Use your character's history as a guideline when playing him.
Send in your character now and then take your time. Read the rules. The last thing you want to do is ruin your gaming experience by trying to rush. Devise some scenarios that would make interesting stories for your character. Perhaps two of the dwarf's brothers will journey to meet him in the city, but will be ambushed and taken hostage by an insane warlock demanding a ransom from the city. The dwarf must then find the warlock, defeat or evade his bodyguards, and free his brothers before they are sacrificed.
From your character's point of view, he is the character you have created. Try to put yourself in his shoes. Remember, he doesn't know he has a player!
"But I'm a dark elf," you say. "I want my character to role-play as having magic resistance." Let me clarify this ... as long as the people you role-play with agree on any particular, non-evident powers of your character for a specific storyline, you can use those powers. In no event will these powers be given to you in the ring, unless you win something similar in a tourney, receive something from a guild, or use an item with a similar effect. For example, if your dark elf won a tournament and chose Spell Resistance as his prize, it would be perfectly acceptable for him to role-play having high (but not total) resistance to spells whenever he wants.
Spellcasters are some of the most difficult characters to role-play with others. Most spellcasters would like to be able to cast spells for role-playing purposes that are different from the few they can use in the ring. Some players oppose this idea, because such freedom with spells allows spellcasting characters invincibility, if they aren't fair-minded.
First, as a spellcaster, you must never attempt to use spells that shift location such as Teleport without the permission of everyone in your storyline. If you are writing a solo story, you need to contact the guildmaster, or owner of the area you are using, if there is one, to see if such a spell is acceptable. Don't take this for granted; these are the most abused spells in the game, and many places are warded against teleportation. Don't be a lazy mage. Selling a storyline short through teleportation lessens the story and your own role in it.
Second, if you want to use spells that aren't in your spell list and don't exist in the game, you should ask everyone in your storyline first. Get input from other players as to what kinds of spells you might be able to cast. Don't abuse your role as a spellcaster. If you're going to use a spell like this, put a lot of effort into role-playing it well. Consider your character's access to these spells highly restricted. The greatest of druids might be able to control the weather, aside from calling down lightning from an already stormy sky, at a taxing cost to his health.
Spells that aren't in your spell list that do exist in the game shouldn't be used by your character, under any circumstance, unless he's reading it from a paper. For example, a mage shouldn't be able to create an earthquake, because the cleric list has that spell. Likewise, a mage can't call lightning from the skies, although one of sufficient power might role-play less natural forms of lightning magic, such as a lightning bolt from the fingertips.
Use your character's spell points as a rough approximation for the amount of spellcasting you should be doing in a role-play situation. If you have 15 sp, you shouldn't cast more than three Ball of Fire spells without resting. Unless there are special circumstances, any spell cast beyond your total spell points should tax your character's health significantly.
If your character is primarily a warrior, such as a paladin, ranger, or thief, but can cast spells, you need to remember that his spell use during role-play should be limited with prejudice, even if he has 40 or 50 spell points. Thieves have a Shadow Door spell that can change their range in a match, but it's more likely they'll use it to escape pursuit than to teleport into a dungeon. Rangers have Plant Door, but will probably only use it to appear further away from a bloodthirsty monster so they can riddle it with arrows. In other words, warriors tend to use their spells for tactical advantages, rather than significant, non-combat role-playing.
Usually, weaker characters cannot effectively meddle with characters stronger than them. If your character is a 30/2 anti-paladin and would very much like to storm the castle of a 100/20 paladin, better forget it, unless you have a lot of friends. Even if that paladin had only a hovel, he has more than enough power to drop you flat. A good rule of thumb to use is to assume a character of at least one rank higher than your own will have no trouble defeating you in a battle on his own ground, holding your character off until help arrives, or discovering you tiptoeing through his guild (even if you are a thief).
Characters defending their own ground can use the terrain and defenses they have set up to stand a better chance against superior enemies. Generally, a character on his own turf has a 50/50 chance of defeating, repelling, or discovering someone of the next higher rank, if they use these defenses. This doesn't mean these lower-ranked characters will gain anything to their advantage if they walk up to an intruder and shake his hand. Such a bonus is gained by hiding and ambushing, the ability to evade and move quickly through familiar territory, spring traps or spells from safety, etc.
Most guilds are assumed to be heavily defended. Frequently, an attempt to enter a guild unbidden will result in a serious risk to your character's health. Consider first that most guilds have extensive traps, wards, non-player character guards, and other daunting insurance policies, none of which can be taken lightly. If you enter a guild without the permission of the guildmaster, you'll put your character at the guild's mercy. Have your character approach a guild and hail it. If they are willing to let you in, they will do so. If you have other plans, talk to the guildmaster first, and figure out a good storyline.
The use of non-player characters (NPCs for short) in storylines is marginally acceptable. NPCs are generally reserved for guards, both of guilds and of the city. NPCs should never be played to do anything that directly affects a player character, including inflicting damage, capture and immobilization. The only exceptions to this rule are the NPCs used by the patrols of the city guard. Each NPC is equal in power to another, when used in a storyline. Parrot = Gargoyle = Drake = Wraith = Mercenary = Wizard. NPCs could be used to warn of danger, relay messages, look threatening, and combat with other NPCs with the permission of other players, but they shouldn't be able to physically cause harm of another player character.
NPCs should also never have any special effects like spellcasting. Thus, NPC wizards are unlikely, unless they cast simple cantrips that brighten the room, season your supper, or blow smoke rings. Fire breath might be good enough to light a fire, but won't burn a building down. If you want spellcasting, hire an appropriately ranked PC spellcaster. If you want a bodyguard, hire a PC warrior. If you want a familiar or servant, you can use the NPC, but use it sparingly.
Though NPCs don't have a player, by default, you should not use an NPC being used by another player without his permission. This especially applies to pets or familiars. If you want to use an NPC someone else has been using, ask him first. Players who intend to harm an NPC should discuss it with the player who is controlling the NPC, first.
Real-time role-play, role-playing in the conference room, is done in present tense or present progressive form (verbs ending with -ing). Here's an example of an action and speech in the same line, first in present, then in progressive:
Lizard Man : ::hisses through his teeth:: Thiss is a dagger.
Lizard Man : ::hissing through his teeth:: Thiss is a dagger.
Putting words all in caps is considered shouting. Please don't type all in caps, or you will be quickly ignored. Caps can be used to emphasize individual words or phrases, just be careful not to anger the refs by emphasizing too much. If you have an announcement, it's a good idea to IM a ref (ask first onscreen) and ask them if it's all right. Putting asterisks around single words can also be used for emphasis.
The Arena accepts all other standard conventions for role-playing online. However, we ask that you to switch to a normal notation for actions and text, as above, so other players aren't confused. Of course, good grammar, capitalization, and punctuation help others understand what you are trying to say. The following are shorthand symbols that can be used, as well, usually placed before a line of text indicating the manner of speech.
:w: means you're whispering or speaking quietly
:m: means you're muttering or murmuring
:g: means you're grinning or smiling
Always restrict your role-playing to what your own character is doing. These are all examples of incorrect role-playing:
Lizard Man : ::sticks out his leg and Hobgoblin trips and falls::
Lizard Man : ::Hobgoblin gets impaled by my spear::
Lizard Man : ::knocks Hobgoblin over::
Lizard Man : ::Hobgoblin dies::
Circumstances may dictate what is acceptable and what is not. If you are in a match with another character, it is acceptable to maintain a first-person role-play such as the following, denoting the infliction of damage to your opponent. The rolls have been given to show the relevance to the damage done and the type of role-play being made.
OnlineHost : Lizard Man rolled 1 20-sided die: 13
OnlineHost : Lizard Man rolled 1 12-sided die: 3
Lizard Man : ::kicks Hobgoblin's shin with his scaly foot::
OnlineHost : Lizard Man rolled 1 20-sided die: 9
OnlineHost : Lizard Man rolled 1 12-sided die: 7
Lizard Man : ::stabs Hobgoblin with his spear::
OnlineHost : Lizard Man rolled 1 20-sided die: 18
OnlineHost : Lizard Man rolled 1 12-sided die: 12
Lizard Man : ::impales Hobgoblin with his spear::
Notice that, if Hobgoblin had 70 hp, rather than 30 hp, there's a good chance that a 12 point hit wouldn't "impale" him. Use good judgment when role-playing your own damage. Don't role-play lethal blows unless they are, in fact, lethal. It's always a good idea to ask your opponent via IM before the match begins if he has special abilities or defenses which make role-playing with him unusual. For example, his blood might be yellow, and he might have scales instead of skin.
If Lizard Man wasn't fighting Hobgoblin in a ring, the above role-play would generally be unacceptable. If your character is interacting with someone else outside the ring, you need to make sure they have a chance to accept or avoid harmful action toward them. The two exceptions to this rule are (a) when both players have agreed that combat-like role-play between both characters is acceptable, and (b) when someone else initiates similar, unacceptable role-play. However, notice that doing something wrong back won't make the situation right. If it can be helped, you should take the time to talk to them OOC in IMs, to explain that the role-play was unfair and unacceptable. Try to be lenient with actions that affect your character, but don't harm him or her directly. Here are some "right" examples:
Lizard Man : ::hisses and stabs at Hobgoblin with his spear::
Lizard Man : ::sticks out a leg to trip Hob as he walks by::
Lizard Man : ::tosses a rock at Hobgoblin::
Lizard Man : ::threatens to turn Hobgoblin into a newt::
...and their "wrong" counterparts:
Lizard Man : ::hisses and stabs Hobgoblin with his spear::
Lizard Man : ::sticks out a leg and trips Hob as he walks by::
Lizard Man : ::hits Hobgoblin with a tossed rock::
Lizard Man : ::turns Hobgoblin into a newt::
One final note. Role-playing the killing or death of another character, even in jest, is not allowed, except in the special cases noted in the document on Character Death. Players seen doing this without the other player's consent may be subject to fines or suspensions for poor behavior, as will be players who continuously ignore these limitations.
Most of the time, anachronisms are considered meaningless and destructive to the role-playing environment of the game. Unlike other gaming forums, this game takes place in a specific, but broad era. What era are we talking about? In general, between the times of ancient Greece to the beginning of the European Renaissance. Inventions made after or during the Renaissance should not exist. No Harley Davidsons, Ray Bans, Nintendos, or Metallica. If you aren't sure, consult an encyclopedia or post a question about it in the Questions folder, on the message board. Please note that firearms and gunpowder do not exist in The Arena, even early variations that may fall into this era.
Remember, however, that The Arena is a fantasy role-playing game. Magic, monsters and thousands of things that never existed in our own history thrive in The Arena. This means that extraordinary and unnatural events will occur. Don't let the rules above be an absolute limit on your role-playing, but don't ruin the game for others.
Outside the rings, if a storyline is going to involve the death of a character, all of the players involved need to know. The character's player must be willing to accept the consequences, and the outcome. If the player wishes the character to die and not return, he may do so by not playing him again. His character will not be deleted from the game, even by his request. If some new means are going to be made with the character, they need to be planned out beforehand with the other players in the storyline.
Lethal situations won't always result in the removal of the character from the game. In any role-playing situation, a player can devise a way for his character will return. These can include, but may not be limited to: resurrection (revival of the character in the same body), reincarnation (revival of the character into a different body or physical form), animation (revival of the character as an undead creature, often with a major physical and mental transformation), or stat transfer (one character ceases to exist, but another screen name receives the old stats, and a new character is built from them). However, any player willing to have his character die, to be returned in one of the above ways, should be willing to spend a good amount of time role-playing it out. Death should never be taken lightly, even in this game. Players whose characters die often and always seem to miraculously emerge again will quickly lose the respect of their peers.
Sometimes, rather than role-play directly, two players can agree to a death match, which is either an official or unofficial match between the two characters, on terms they agree to. The character who loses a death match is considered to be slain. If both characters fall, both die. Death matches aren't supported by The Arena, and terms of character deletion won't be upheld by staff members. That means if someone's character "dies" in a death match and they want to play again, they'll be allowed to. However, if the players are both willing to commit the individual sacrifice for a death match, they can still choose to do this, and will be held to their word by the other player to abide by it. The best death matches will be written into a story after it is finished and posted to the message board by both players. However, the losing player should always be a part of such a story, or give the other permission for it.
What's OOC all about? Maybe your orcish character doesn't like elves, but you still like to play them sometimes. In this case, your OOC opinion is that elves are fun to play, but your IC, or In Character, opinion is that elves are the scum of the land and fit to be enslaved. Be careful! Derogatory remarks made to players can be considered harassment. However, in a fighting game like The Arena, where each player controls a character that fights other characters (sometimes called a PvP, or Player vs. Player, game), inflammatory remarks between characters are only natural.
It is important to distinguish between what is OOC and what isn't. Reference to your character's stats must be OOC, because your character and those he associates with has no concept of those numbers. Each player needs to recognize that the following line is OOC; it is something that Lizard Man's player is saying to the other players.
Lizard Man: Hi all. 34/0 fighter, anyone for a fight?
Likewise, reference to parts of a computer, connections, AOL, "screen freezes," or places online are also all OOC. Online shorthand such as AFK are OOC. The following line is perfectly acceptable. Everyone in the room knows by reading it that Lizard Man can't possibly be talking with his character.
Lizard Man: Sorry, having modem trouble. BRB
When a ref calls a fight, the great majority of his or her calls for inits, damage, etc., are OOC. However, he or she will sometimes describe what is happening. This usually isn't something their character is doing, but a third-person description of what is happening to the other people's characters. In normal circumstances, this will only occur during a fight. Furthermore, the refs are the only ones permitted to directly describe the condition of another person's character. For example:
OGF Zai: He hits for 6 points of damage. Lizard Man is bleeding and staggers about.
Sometimes, it's not clear whether a player is saying something OOC, or if it's supposed to be something their character is saying. For these cases only, double parentheses should be used around the OOC text to denote it as such. Be warned! These OOC "bubbles" are considered disruptive on the screen, and should be used only in circumstances where they are absolutely necessary. Take the time to consider what you want to say OOC first. Maybe it's something your character can just as well say or think, if worded differently. Maybe it's something you can send via IM. OOC "bubbles" should only be used when all else fails!
Why do each of these not need the parentheses around them?
Hobgoblin: ((Aurak, did you get my bet?))
Hobgoblin: ((43/2 paladin, looking for a fight.))
Hobgoblin: ((Aurak, may I IM you?))
Hobgoblin: ((afk brb))
Well..? The first line is a question about something that Hobgoblin's character could just as well have asked, unless he's mute. If he is, in fact, mute, the player should ask to IM, then send the question that way. The second line is clearly OOC, because it includes character stats. The third is also OOC, because characters don't know what an "IM" is. The last one is just a common shorthand.
Remember, The Arena is a fantasy role-playing game. 90% of your chat should be your character's interaction, either by speaking or acting. The most dedicated role-players won't use a single line of OOC in the room, instead taking their questions to IMs or waiting to see if they can find out the answer on their own. It is acceptable to use OOC when necessary, but you should always try to avoid it. Overuse of OOC can quickly become room disruption. During off-hours, if people are present, watch them and see if it looks IC or OOC. If it's not clear after 20-30 seconds, you may want to ask, something like:
Lizard Man: Are we IC or OOC?
Don't "mix" OOC and IC. This means that your role-playing should not be affected by things your character has no concept of. This is especially important for two reasons. First, remember that your character can be in only one place at a time. When role-playing on the message boards, it is unlikely that your character will be welcoming a member to your guild and simultaneously searching through a lost mine for hidden treasure. It takes time to get from one place to another. Choose where your character is supposed to be. Don't ruin the realism by posting in several folders at once. Notify another player whose character might be more easily disposed to deal with a situation.
Second, your character should never act or speak against another character for actions his player has made against another player (including yourself). If someone jokes about your typos, that doesn't make them a suitable target for your character. Obviously, typos are OOC. If you want the other player to stop, it is the responsibility of you, as a player, to ask him. On the other hand, if another character humiliates your character, your character should be the one who returns the favor in some way, not your player.
Similar to a board game, you have to accept the fact that you will not always get a good roll. There will be times you have to accept losing without throwing a fit and without complaining that it isn't fair. Rip your hair out offline, if you need to, but please keep it offline. So the dice aren't on your side? Maybe your character has an injury from a past fight, or is suffering from an illness. Maybe he just can't bring himself to attack a friend, or maybe that last spell knocked him off balance. A little bit of imagination can turn an otherwise frustrating situation into one that is still fun to play. There's nothing worse than a player who is a sore loser.
Imagination is the lifeblood of role-playing. If you don't want to be creative, you won't have fun, and chances are good others won't have fun playing with you, either. For some, creativity comes naturally. Others have to work at it. If you're having trouble, try using interesting references you come across during the day as new ideas to play your character on. Books and dramatic movies can be good material for the creative mind. Like exercise, keeping in touch with creativity will make role-playing ideas come to you faster and allow you to play with more vivid detail.
Devise an interesting new combat strategy. Learn something you didn't know before. Make a new friend. Have your character do something outrageously silly. Make a vow. These all contribute to the kind of fun in the game that is exterior to the action in the rings. They give you and other players material to base future role-playing on.
If you're not having fun, you need to stop right away and determine why that is. Most commonly, people forget to laugh when they lose. This game isn't about whose nose is turned the highest, or whom is right and whom is wrong. It's about being your character the way you envision him. If something's impeding your ability to have fun, stop doing it, avoid him, ignore it. It'll save you a big headache.
On the other hand, you should never insult another player's role-playing. Maybe they're just learning, or perhaps they don't type as well. Maybe they're not as fluent or have a large vocabulary. It doesn't matter. Good role-playing comes from a desire to play a character, not a bunch of large words that half of the readers have to look up. Nobody should ever ask another player to stop role-playing. If a player has, in some way, violated a rule with his character, it's best to IM him or her and inform them of the rule, and ask them politely not to do it again.
In this game, your character's enemies should still be your player's friends. Never resent a player for something his character says or does. Remember, someone always has to lose. Don't be afraid to let it be you, now and then. It's not worth getting red in the face because someone isn't playing along with you the way you want. After all, it's only a game.