Difference between revisions of "User:Adhara In Space/RP-Primer"

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*Conspirators: [it'd make sense for people to have motives against NT, basically- WIP]
*Conspirators: [it'd make sense for people to have motives against NT, basically- WIP]


*Vampires: (idk sorry)
*Vampires: (idk sorry) people probably assume everything else before vampire and even then they will probably come up with alternate explanations why it happens, chaplain maybe knows-Newton Solo


*Werewolves: (idk sorry)
*Werewolves: (idk sorry) Same as vampire but people would have to recognize something that looks like a werewolf as at the very least non-human- Newtonsolo


*Wizards: The Space Wizard Federation is a well known threat to crews. [part about wizard apparel not being exactly trusted- WIP]
*Wizards: The Space Wizard Federation is a well known threat to crews. [part about wizard apparel not being exactly trusted- WIP]
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*Wraiths: Crew may have heard the barest whispers of rumors about them. Chaplain would likely know a lot more.  
*Wraiths: Crew may have heard the barest whispers of rumors about them. Chaplain would likely know a lot more.  


*Gang (Leaders and sters): (idk sorry)
*Gang (Leaders and sters): (idk sorry) who doesnt know what a gang is?-Newton solo


*Revolutionaries: Crews may have heard rumors about them, but they are exactly that- rumors. Revolutions have never officially happened.
*Revolutionaries: Crews may have heard rumors about them, but they are exactly that- rumors. Revolutions have never officially happened.

Revision as of 23:47, 14 July 2019

Rp primer stuff

the idea is for this to be a hotlinked page when u join the rp server

please edit this with things you think would be a good idea for people to know

cultural stuff, roleplay attitudes, generally accepted lore, etc

Roleplaying Tips

When we speak of roleplaying, especially in an impermanent, round-based game like this, what we're really talking about is improvisation. That's right, we're doing improv! Nobody is expected to create detailed, realistic characters with deep, intricate backstories and well refined personalities. Anyone who does take the time to craft characters like this is totally awesome, but it is not a requirement to play or enjoy the game. What we do expect, however, is for players to communicate and react to each other in interesting ways. Ultimately, what separates roleplaying from other forms of play is the way in which players primarily interact through improvised communication and reactions. The following tips will help you interact with players in fun and interesting ways and encourage others around you to do the same!


1. Accept Information! The things you see and hear are actually happening! This is at the core of roleplaying and the easiest way to get into the perfect state of mind.

  • You see a corpse, it's not just a blob of pixels, it's someone who used to be alive!
  • You hear someone shouting about a vampire on the station, it's not just someone joking around, there's a real vampire somewhere!

Acceptance of information is what helps contribute to suspension of disbelief. This may be a goofy game, but we're also telling a story together!

2. React! Now that you've accepted this information as real, it's time to react! Almost any reaction that doesn't flat out deny the information will do. The important thing is to let others know that you're reacting. One of the pitfalls of roleplaying is getting caught in the "what would my character do?" loop. More often than not you'll be playing as a human. Just say or do what you would do!

  • You've just seen a corpse! How do you react? Call security! Or shout "oh my god, someone killed the clown again!"
  • You've just heard someone shouting about vampires! How do you react? Cry out "I always knew they were real!" Or say "Where's the Chaplain when you need him!"

Reactions give everyone permission to react themselves, and this is how conversation and interesting scenarios come about!

3. Add! Now that you've reacted to information, it's time to add to it! Sometimes this will be as simple as asking a question or performing an action that pushes your the "story" forward. This is also a great place to start exaggerating!

  • You've just reacted to finding a corpse! How do you add? You ask "Who could have done such a thing Officer! We have to find the killer!" Or you say "Officer, if this clown is cloned I'm going to be their personal bodyguard to make sure this doesn't happen again!"
  • You've just reacted to hearing about Vampires! How do you add? You say "Vampires should be given a chance to integrate into society!" Or you say "Well, if there's no Chaplain, we'll have to ordain one of the Officers!"

Adding to the situation gives everyone more information to react to and helps push the story in interesting directions!

4. Don't deny! The worst thing you can do is deny information! There will be cases where someone is being deliberately problematic and it's up to you to judge this (or ahelp it), but generally speaking to shut someone or something down is a missed opportunity and can suck the fun out of interaction.

  • You find a corpse. You silently drag it to medbay and go back to doing your job. You don't ask for help, you don't make the situation known. A missed opportunity.
  • Someone shouts about a vampire. You say "Shut up and let the Chaplain deal with it". Or you silently steal holy water from the chapel to protect yourself. Total shut down.

Good roleplaying and interaction comes when you play along with people and communicate! Don't deny or shut others down!


Remember that we're all playing this game together to have fun! As long as you make an effort to communicate and react with other people, you'll encourage others to do the same and everyone will have a good time!


Specific Roleplay Guidelines

Antagonist Awareness Stuff (WIP NAME)

  • Since some people use the vagueness surrounding this section of the rules to metagame without real consequence, a couple of community members have decided to try to more rigidly define it. (So, here goes! This is probably poo as a first draft, please help edit it.)
  • Nuclear Operatives: All crew undergo mandatory training to recognize their telltale red and black spacesuits. If you see one, you know that they bring death and destruction in their wake.
  • Traitors: [crews know that some people betray NT for motives- WIP]
  • Syndicate Gear: Security would know more about general contraband, specific departments would know more about specifics. If it's something like a pickpocket gun, that's obviously contraband. It it's a syringe gun, that could be medical equipment (the MD gets a high powered tranq rifle??) and it would be less obviously contraband to your average crewmember. [rewrite a bit + something about strange gear being strange gear- WIP]
  • NanoTrasen Special Operatives (NT-SO): All crew know of their existence. They recognize that somebody in NT armor with a gun and a bossy attitude should be listened to.
  • Changelings: Security and Command staff know about their existence and most of their methods. The crew have only heard spooky rumors about them.
  • Conspirators: [it'd make sense for people to have motives against NT, basically- WIP]
  • Vampires: (idk sorry) people probably assume everything else before vampire and even then they will probably come up with alternate explanations why it happens, chaplain maybe knows-Newton Solo
  • Werewolves: (idk sorry) Same as vampire but people would have to recognize something that looks like a werewolf as at the very least non-human- Newtonsolo
  • Wizards: The Space Wizard Federation is a well known threat to crews. [part about wizard apparel not being exactly trusted- WIP]
  • Blobs: (idk sorry) Generally a blob is agressive enough that the crew doesnt need OOC knowledge to deal with it, naturally the crew would determine they need to destroy something like a blob for the safety of the ship-Newton solo
  • Wraiths: Crew may have heard the barest whispers of rumors about them. Chaplain would likely know a lot more.
  • Gang (Leaders and sters): (idk sorry) who doesnt know what a gang is?-Newton solo
  • Revolutionaries: Crews may have heard rumors about them, but they are exactly that- rumors. Revolutions have never officially happened.
  • Spy Thieves: (idk sorry)
  • Zombies: Zombies aren't real, right? MD, RD, Scientists would know more than most crew about the workings of zombies (but it isn't hard to guess, since movies exist.).

Basic Lore Primers

  • The year is 2053.
  • You're working for NanoTrasen, one of the few megacorps that's survived until modern day.
  • Nanotrasen is immensely powerful and wealthy.
  • Plasma is a powerful fuel source that's been pretty much monopolized by Nanotrasen.
  • You're out in the Frontier - a place far from home that's accessed through a wormhole called the Channel.
  • A very well-know enemy of NanoTrasen is the Syndicate. Red space suits and turtlenecks are their signature outfit.
  • The Syndicate has been known to send undercover or sleeper agents into Nanotrasen stations, who then destroy the stations from within.
  • It's a relatively common rumor that Nanotrasen themselves clone you when you die, and that they "own" your soul.
  • There is much more lore hidden throughout the world. Uncover it; if you dare!

Common terms that may or may not have been explained to you yet?

  • SSD - (TL;DR: more rp friendly version of Braindead) In universe, SSD or Space Sleep Disorder is a form of narcolepsy that makes people fall asleep standing up, with their eyes open. It's caused by the effect that long exposures to space have on the circadian rhythm, our bodies "internal clock". In game, it is used to describe what happens when a player disconnects without using cryosleep and their unresponsive character is left standing there with a blank look on their face.
  • Patho - Part of medbay where diseases are made.
  • Toxins - Part of research where bombs are made.
  • Hellburn - Running the engine by using the burn chamber to create a physics-defying fire that exponentially increases in heat, in exchange for loads of power. Rare is the hellburn that DOESN'T turn engineering/mechanics/cargo/mining into a hellscape, so they're often discouraged on the rp server do to the small maps that are usually played on.
  • TTV - Tank Transfer Valve (bomb).
  • Canbomb - Also a bomb.