Resources for Good Roleplay

Started by deskoft, April 02, 2018, 03:18:16 PM

April 02, 2018, 03:18:16 PM Last Edit: February 06, 2020, 04:04:19 PM by deskoft
Hey guys! I'm scouring the forums and I've noticed it's always been a worry of mine to portrait my character as best as possible. We play a game where you need to have the skill to do so in quick amounts of time. Sometimes, you are in the middle of character-losing combat and need to nevertheless throw a line or two. Sometimes, you are OOCly tense about the awesome, PC-threatening RP you are having and need to throw a think/feel. This is a roleplaying game and there are many ways to roleplay, but...

...I have noticed there's a lack of roleplaying discussions on this topic in itself. There's no organized topic with ways or ideas you use things like thinks/feels, or change mood, or change goal. I've seen them discussed in passing, but not in the nitpicky detail things like sneak/hide or combat are discussed.

So do you guys have any forum topics / books that have helped you improve the craft in this hobby we all love? I'll throw a few ones myself and update the list based on the best suggestions or tips.

Building Great Sentences - really fitting for a workshop on emoting. It gives specific tips that are good either for aspiring writers or emoters. Sure, not all your emotes need to be prosy, but still the tips here are fantastic.
Emotion Thesaurus - Great for feel/thinks, but also for hemoting reactions to those feel/thinks.
Life in a Medieval City - When I read Game of Thrones had used this book as some manner of source, I knew it would help me in my roleplaying abilities. I haven't used this book in a while, but it helped me a lot in emoting VNPCs and roleplaying the environment of a poor, crammed city.
Life in a Medieval Village - The same as above but for villages. Be very wary about some of the advice here and consider you're playing a DESERT village, but still some of the information here IMHO fits.
The Psychology Workbook for Writers - Fantastic write that combines psychological knowledge with the intention "to create conflict." Great to develop your character's mindset and how they react to things.
Emotion Amplifiers - Short book that seems sort of like a sequel to the Emotion Thesaurus. Instead of things like very specific emotions, this also includes things like 'stress' or 'boredom.' It's less detailed than the Emotion Thesaurus, despite being published by the same authors.
Positive Trait Thesaurus - A really fantastic resource for all the positive traits your character can have (great with the Emotion Thesaurus and the Negative Trait Thesaurus for balance). Suggested by Nao.
Negative Trait Thesaurus - See above. Great with the Emotion Thesaurus and Positive Trait Thesaurus. Suggested by Nao.
Getting Into Character: Seven Secrets A Novelist Can Learn From Actors - Pretty good book on method acting applied to writing.

Old Armageddon RP Guide - Recommended by Nauta.
Creative Feels Workshop - Recommended by azuriolinist.
Behold the Power of Hemote!  - Recommended by azuriolinist.
Rhonda Peters Guide - Recommended by Nauta
Biographies and How To Use Them - Recommended by azuriolinist.
Bios Aka the Biography Tool - Recommended by azuriolinist.

Web Resources
Spring Hole - Recommended by azuriolinist. Website with tips, some for forum RP but also adaptable to Armageddon.
Sixteen Personalities - The sixteen most common personality groups (according to scientific studies). As a roleplayer, beware of cliches.
OneLook Dictionary & Reverse Dictionary - Dictionary search and reverse dictionary (search a definition and get the word you are looking for).


One thing I almost -never- do, but always want to? (I think I'm stealing this from Miradus)

Come up with 3-4 "common" behaviors. What you do when you lie, what you do when you're attracted to someone, what you do when you're scared, etc.

Come up with how that emote would look, and alias it.

alias fear emote @ shivers, noticeably, and shrinks into himself.

Its more noticeable, you can play off it, and other people can play off it if they notice it, too. Make them hemotes, if you want!
Quote from: IAmJacksOpinion on May 20, 2013, 11:16:52 PM
Masks are the Armageddon equivalent of Ed Hardy shirts.

April 02, 2018, 03:27:22 PM #2 Last Edit: April 02, 2018, 03:28:56 PM by nauta
Here's some tips from the old website as food for thought (and some blasts from the past):

And way back in the day we used to link to Rhonda Peters' guide, which now is defunct, but can be found here:

as IF you didn't just have them unconscious, naked, and helpless in the street 4 minutes ago

I try to come up with constant hemotes so that whenever I do give a little quirk about a lie or attraction, people can't tell if it's true or not. It sets up a nice pace. Also, nauta, I added your links. Those are great -- I remember scouting the old website and stumbling upon it. The second one I hadn't read before!

I love the suggestions posted so far! Here's another. This website is practically overflowing with a plethora of articles on roleplaying (and writing!) that I've found to contain plenty of useful tips:

While many of the articles are clearly meant for the type of roleplay you'll find in forums or other such websites, there are still a generous number of tips that can be taken over to Arm.

Besides that, I've found writing biographies and even character reports helps anchor my roleplay to my character's personality. Admittedly, they can be tough to keep up with. Especially if you barely have any time to spare playing the game, itself.

Regardless, I try to write bios when a notable event arises. Going over events to summarize them helps me think through what my character did, went through, and felt and whether or not any of it was true to my PC's personality.

At the bottom of my bios, I've been working on analyzing my PC's actions and reactions and appending these as OOC 'notes'. These notes often consist of...

  • ...further elaborations on why my PC did this or reacted that way, often referring to little nuggets of their personality and backstory to expound on my roleplay;
  • how or why what I did in game was definitely not in-character (tell me this doesn't only happen to me);
  • and whether the events led to any sort of character development.

Other threads:
The Creative Feels Workshop
Behold the Power of Hemote!
Biographies and How to Use Them
Bios!! aka the Biography Tool

Fantastic resources, azuriolinist. I had read the bios ones, a tool I often use to keep myself in character. I have been in use of hemotes, and my feel game is definitely lacking. The two resources you posted on HEMOTES and FEELS are definitely top-notch. I am also scouring Spring Hole now! Thank you. That is great.

The main topic is updated with these links.

Really good stuff. Helpful and thanks. Should be stickied somewhere.
The problem with leadership is inevitably: Who will play God? -Muad'Dib

So let's all go focus on our own roleplay before anyone picks up a stone to throw. -Sanvean

Stickied and gave the thread a minor title change to reflect what the OP now is. Good suggestion and great resources. :)

Your Shoot Me In The Head request has been resolved. We do not have sufficient ammunition to process your request at this time.

Armageddon Staff

Added The Psychology Workbook for Writers: Tools for creating realistic characters and conflict in fiction. "Writers know that their characters and stories should be multi-layered and believable. Now here's a simple workbook that uses the same knowledge that gives therapists insight into human behaviour to create fiction that hits the mark. Each chapter outlines an aspect of psychological theory as it can be used for writing and provides two worksheets to translate it into action – one to develop characters, one to develop the story."

I just found this book and wow. I'm a little bit disappointed it is so short, so the advice is quite summarily. I expect a writer reference book to be a little bit longer. The advice has documentation on psychology -- which immediately gives the read credibility. The author has studied both literature and psychology. He combines both to help you create conflict with realism. So good.

I make my character a person and just go with it, but if there's one thing I've done extensively in my life it is write stories.

Occasionally you could bake yourself an 'almost perfect' person or an 'almost completely evil' person. I really don't believe they get more extreme than that, but in books and real life these sorts of people do exist, you just don't run into them very often.

I remember one guy in first grade. I have some things wrong with me on a psychological level (never dated, never wanted to, for example) but this guy, John or Josh or something, he was the worst person I ever met. The rest of us were making friends and playing and doing normal stuff. This guy spent his recesses tormenting anyone who was in his path, and he went out of his way to do so. It was the only thing he seemed to want to do. He eventually got to everybody at least once. I was among the last, on the last day of school he spat in my eyes right before I got off the bus.

There was one girl in fourth grade who seemed to want nothing more than to improve other peoples' days. Jasmine, I think. I also remember that her skin was surprisingly dark compared to other African-Americans here. Even when I offered her stickers one time, she took the one no one else wanted. That's some god damn willpower for a fourth-grade girl offered sparkly stickers. I don't remember other ways she was nice, I just remember how extremely kind she was.

You could totally make a guy like that--- really good, really evil--- who has a sexual preference for Templars. If you're low on inspiration, do something fucking funny. Its been at least three years since I've seen a guy openly berate the Highlord in the Gaj.

Be sexually into something weird or random. Make up a quick Mad Libs for a friend's character or have them do it one for you. For example, "My character loves 1.noun, hates 2.noun and has a penchant for 3.noun that once led him to 4.verb 5.noun."

If you've never played mad libs, asking your friend for four nouns and one verb without letting him see your paper would then lead to something like this:

elves, dwarves, silt hawks, hate, templars:

"My character loves elves, hates dwarves and has a penchant for silt hawks that once led him to hate templars."


My character loves dwarves, hates salt worms and has a penchant for gortoks that once led him to kank an aide."
gorgio: someone who is not romani, not a gypsy.
kumpania: a family of story tellers.
vardo: a horse-drawn wagon used by British Romani as their home. always well-crafted, often painted and gilded

Quote from: Cind on April 14, 2018, 05:20:47 AM

My character loves dwarves, hates salt worms and has a penchant for gortoks that once led him to kank an aide."

That's a lesson to you kids. You pet one too many gortoks, who knows whose bed you're going to end up in next.

Hey, guys.

I just want to say I've been rereading "The Psychology Workbook for Writers" and there's some really solid advice that really fits our game. For example, it tells you (with the psychology foundation quoted), that everyone has inner scripts that they follow (and they will ignore everything that isn't in their script), thus if you believe that you cannot enjoy things "until" you do something to achieve them you will ignore any instant gratification or might even feel that getting things without effort are not really worth it. It's a really cool read. Every page is worth the price to develop a multi-dimensional character. There's a particularly useful section that tells you about how every person has mini ecosystems in their personality (imagine you have a character that is stubborn, loyal, and intelligent). If their patron tells them they are stupid, their stubborn part might click in and tell them that this is not something someone you have so much loyalty should say. Their loyal part would say they are your better and they know better than you. Their intelligent part would remember every time they solved a problem over the noble. Depending on which trait is more powerful, and which part wins in this inner clash, they will take a decision and have an inner conversation. Which is really 10/10 advice for thinks/feels.

Totally recommended!

Maybe your character refuses to do X until Y has been achieved. Doesn't matter what else happens, except the world exploding of course.

Maybe your character just doesn't trust aides, and/or soldiers, three options there. In a place like Allanak where people understand that there are hidden agendas, rather than in Tuluk where loyalty played a larger role than fear (in general, and according to the docs) not trusting a group in the government makes sense.

To stay on topics:, although the majority of the resources there are ideas and names. They do have a few generators for things like personalities and plotlines, including multi-subject generations.

Someone should play a conspiracy theorist, though. Someone who doesn't trust the ground they walk on.
gorgio: someone who is not romani, not a gypsy.
kumpania: a family of story tellers.
vardo: a horse-drawn wagon used by British Romani as their home. always well-crafted, often painted and gilded

Quote from: deskoft on April 02, 2018, 03:18:16 PM
Emotion Thesaurus - Great for feel/thinks, but also for hemoting reactions to those feel/thinks.
I got the Positive Traits Thesaurus and the Negative Traits Thesaurus along with those and wish I had had those already when I created my character. They list a number of possible personality traits, how these might have developed, how they are expressed, associated emotions and how they might change, if ever.
A rusty brown kank explodes into little bits.

Someone says, out of character:
     "I had to fix something in this zone.. YOU WEREN'T HERE 2 minutes ago :)"

I played a character who ended up a conspiracy theorist once... except maybe sometimes it was closer to fact than theory. Hang out in Red Storm long enough and get in good with the crazy double, sometimes triple agent types and you'd be surprised what you might hear.

Whenever I roll up a character, I try to make them just stubborn enough to vehemently resist anything that clashes with their world view, but not suicidal. There are no hard lines. I try not to say "Well, my character would NEVER do X", unless it's to say, "My character would likely never do X, unless Y and/or Z happens."

I like the point about the inner dialogue, but there's nothing to stop the character in the example from reacting with all three at once, without really thinking, such as, "Don't be calling me stupid! You remember two months ago, when aide Amos was trying to blackmail your house, untouchable, and he stopped? Yeah, you know who did that? Me. You need me like I need you. You have your strong suits, but when it comes to hands getting dirty, and I do mean DIRTY, I'm there for you, and don't you forget that."
Quote from: Is Friday
If you ever hassle me IC for not playing much that means that I'm going to play even less or I'll forever write you off as a neckbeard chained to his computer. So don't be a dick.

Quote from: Nao on May 06, 2018, 04:41:32 PM
Quote from: deskoft on April 02, 2018, 03:18:16 PM
Emotion Thesaurus - Great for feel/thinks, but also for hemoting reactions to those feel/thinks.
I got the Positive Traits Thesaurus and the Negative Traits Thesaurus along with those and wish I had had those already when I created my character. They list a number of possible personality traits, how these might have developed, how they are expressed, associated emotions and how they might change, if ever.

Those books look absolutely amazing. TV Tropes has a Character Flaw Index and a bunch of Characterization Tropes that are, while likely not as well-written and extensive as the Traits Thesaurus books, pretty great for brainstorming ideas on a PC's personality (flaws, strengths, and all).

May 07, 2018, 05:11:35 PM #17 Last Edit: May 07, 2018, 05:29:25 PM by Sorry
"And in her long nights, in her long house of smoke and miller's stones, she baked the bread we eat in dreams, strangest loaves, her pies full of anguish and days long dead, her fairy-haunted gingerbread, her cakes wet with tears."

Added the Positive Trait Thesaurus and the Negative Trait Thesaurus. I'm checking the rest of the resources, but those two books are great! I love the description of each trait. As a drawback, I find some of them described very unidimensionally, but it's not hard to notice that traits are not black and white. It's great as a brainstorming tool (which the book doesn't lie), but also it's not one of those master list books that are researched in a rushed way. Every trait seems to have a very thought-out description, with references to REAL fiction characters, with a comprehensive list of behaviors and causes (remember, nothing is black and white, so you don't have to follow every behavior listed there or have all the causes there, but perhaps just show one or two).

Thank you for the resources! I'm checking the other ones posted!

Sorry's MTBI charts remind me of the Sixteen Personalities website which I used a lot in the past to define my PC's personality. I found that sixteen personalities was too constraining in the end and I moved on to a traits-based system. I mean, it's a scientific study that renders sixteen personality groups, so it cannot get more precise than that, but in the effort of roleplaying, it's easy to fall into sixteen niches. So it's a double-edged sword.

I have added this resource.

Quote from: deskoft on May 07, 2018, 05:41:42 PM
As a drawback, I find some of them described very unidimensionally, but it's not hard to notice that traits are not black and white.

I agree that some of them are - I think one of the drawbacks is that the authors are trying to fill a double page for each of them, even when it might be more appropriate to write more, or less.

Your character would have multiple traits, though, so even if you end up with multiple one-dimensional ones - your character wouldn't be. Or you could just use this as a starting point, and end up fleshing the traits out a bit more.
A rusty brown kank explodes into little bits.

Someone says, out of character:
     "I had to fix something in this zone.. YOU WEREN'T HERE 2 minutes ago :)"

English is not my first language. I learned it through practice and I joined roleplay to better my writing (and because I really love character development and honestly its a great way to kill time). A tool that has helped me a lot develop my vocabulary and find the words I want to use when I don't know them is OneLook Dictionary Search and the Magical Reverse Thesaurus. The dictionary search is a good dictionary. When you search a word, it gives you and endless lists of dictionaries, from Merriam, to Rhymezone, to the Mnemonic Dictionary. Additionally, it gives you a link to word origin, similar words, usage examples, popular adjectives describing this noun, words that often appear next to it, rhymes, and invented words related to it.

For example:

Origin: c. 1200, "a tossing, rolling;" mid-13c., "an act of walking, a going on foot;" late 14c., "a stroll," also "a path, a walkway;" from walk (v.). The meaning "broad path in a garden" is from 1530s. Meaning "particular manner of walking" is from 1650s. Meaning "manner of action, way of living" is from 1580s; hence walk of life (1733). Meaning "range or sphere of activity" is from 1759. Sports sense of "base on balls" is recorded from 1905; to win in a walk (1854) is from horse racing (see walk-over). As a type of sponsored group trek as a fund-raising event, by 1971 (walk-a-thon is from 1963).
Similar Words: walkway, paseo, pass, base on balls, manner of walking, walk of life, stroll, wander, run, ride, trek, march, crawl, leave, come, drive, traverse, stand, marching, climb, journey, get, take, enter, jaunt, move, trip, turn, fly, running, marches, promenade, step, gait, boardwalk, steps, hiking, going, follow, proceed, work, hike, outing, tread, happen, path, jump, way, escort, sidewalk, browse, route, stalk, travel, accompany, tour, stair, feet, waking, foot, preach, pedestrian, thon, tick, driveway, borrow, leg, cross, exit, spend, make, plodding, pied, road, camp, advance, mall, lap, guide, inspect, betcha, approach, around, trick, toe, jive, deal, parkway, place, out, through, free, spin, spiritual, temple, marche, circumference, touring, floe, progress (see more...)
Popular Adjectives: long, short, random, minute, little, brisk, daily, mile, pleasant, slow, easy, front, solitary, nice, longer, hour, usual, quick, broad, christian, fast, side, quiet, lame, delightful, lonely, favourite, rapid, beautiful, brief, narrow, closer, concrete, hot, lovely, day, gravel, favorite, paved, block, patient, leisurely, steady, straight, shady, customary, charming, graceful, circular, longest, silent, peculiar, wall, worth, foot, stiff, gonna, weary, gentle, holy, min, east, steep, pretty, sheep, half

You get the idea.

The reverse dictionary is crazier. Imagine you aren't sure that walk is a word. You can type "move on foot" and it will show you as a result all the words that have "move on foot" as some vague kind of definition for it, with the most relevant and closest results highlighted. "Move on foot" gives me "walk" as one of the first results.  You can add filters like the result must starts with a specific word, it can be related to something ("move" and "person" returns walk as a first result), etc.

The reverse dictionary is great when my PCs have some kind of mental disposition to use certain words. I have had characters (in other games) that would speak really really fancily and use words in the way that Vendetta sort of did. I am not as smart as Vendetta and I don't have the power to hire myself a permanent script-writer that will make perfect, complex, almost-hard-to-understand sentences. With reverse dictionary, you can make your sentences rhyme, be fancy, complex, find the hardest words, etc, on a blink. Great tool.

I really like the Good and Bad Traits Thesaurus and this thread in general.

Since I love to write, one thing I enjoy doing is writing short stories as memories for my character and adding them to their bio.  It helps me to have real virtual (oxymoron I know) memories to kind of know how to play off of them.  Also after many years of playing it helps me distinguish them as individuals.

September 02, 2018, 05:27:38 AM #23 Last Edit: September 02, 2018, 05:35:00 AM by Cind
Aborigines believe in the Dreamtime, which is the keystone of their belief system and Wikipedia apparently had a very hard time explaining it to me with their british words and phrases.

Wikipedia is a good source for the beliefs and practices of different groups: inuit, Shawnee, Cherokee, amish, mennonite, and ones we know of that don't feel that mysterious to us, but you might know next to nothing about them, like bavarians, Russians, maybe American groups like Mormons, lousianians, the bible belt/deep south, prairie dwellers.

What struck me is that there's fossial evidence that the aborigines up until british colonization were thought to be the most isolated people on the planet, with practically no interbreeding in the southern ethnic group (there are the north, central and southern cultural groups, and they believe they are a mixture of thirty ethnic groups; I guess so, why not, its a big place. After surviving amongst the kind of extra-deadly snakes and spiders that they've had to live with, armed with nothing but three trees and some rocks, I'd give them whatever conversational length of rope they wanted.)

Wikipedia can be kind of stingy on the cultural facts, though. The library might have some good stuff, although they may not have any particular cultural group for you. There are these four really chunky books about native americans, inuit and pacific islanders in our library system that has everything people have ever found out about them from a cultural, dietary and familial standpoint. Every individual group gets around 30 pages, at least the inuit did, they were the only ones I really looked at. They even mentioned that little tidbit about the inuit using bone, ivory and driftwood for small carvings which they then carried around with them as part of their few possessions, since they were a nomadic people who followed their prey around (I assume seals.)
gorgio: someone who is not romani, not a gypsy.
kumpania: a family of story tellers.
vardo: a horse-drawn wagon used by British Romani as their home. always well-crafted, often painted and gilded

Groups from different time periods, as well. If it wasn't that obvious I was meaning mostly inspiration for tribal peoples, but there's enough holes in the settled culture to allow for bits like this, which I know no one is going to find:

"Pottage" is a soup from medieval Europe which is basically whatever you throw in the pot, not necessarily on the same day, over time, adding as the soup is eaten, and reboiling it to make it safe. If you've ever had soup boiled five or six times over the course of the previous week you either are stronger than I am or understand this was a soup of economy and necessity, something people did in order to conserve calories and something I think would fit well in the game.

People have also gotten away with the concept of halal, which is basically the Islamic food code for what to eat, how can the food be slaughtered, what not to eat. I don't know what actually goes into it except for the absence of pork products, buts its more complicated than that. (I was a sociology major, so this is something I can easily pull out of my ass and get carried away with on a thread that doesn't mention the word 'Idea' in its name.)
gorgio: someone who is not romani, not a gypsy.
kumpania: a family of story tellers.
vardo: a horse-drawn wagon used by British Romani as their home. always well-crafted, often painted and gilded

I asked about a leadership style and some how-to feedback from someone I considered epic as a player back in 2009 ;

This was the PM I received.

Other leaders and I also might have a different point of view on several topics, including harshness, as seen through a few posts on the GBD in the recent leaderships thread.

In either case, my advice first and foremost is the stereotype: Make the game fun for you. Make the character interesting for you, and keep an active part within the plots that you generate. You always have to think of new things, and how others might be involved in them. Typically, what I do is take a pre-existing situation and apply it to see how our particular clan or individuals might benefit from it. However, if your character is more interested in self-promotion, then this can clearly be swapped in the place of the former ideal. If your character isn't interesting for you, you won't last. You can't just be an order-dispensing machine, because people like that aren't realistic, and if you aren't realistic, and your sole contribution to the game is for the sake of other's enjoyment, you're going to get burnt out, real quick.

The second thing is delegation. You can have a firm stance in your plot, but you can let those beneath you do the grunt work for it. You aren't going into those alleys to collect the information yourself, your merely taking the smaller pieces provided and adding them into a much larger picture. Your minions needn't really be in on the matter, as long as the sub-plot itself is interesting enough. Eventually, you may find it ideal to let people into the bigger scope as time comes along, but, part of having others invested and enjoying the role is to make this process gradual, and it also provides incentive for good work. If I sat you down and explained the history of Oash, everything from point A to point B, there'd be nothing new for you to learn within your employment, and your commitment to your tasks might suffer from that.

This next point is where some and I differ - punishments. I am not saying you need to murder your employees at the drop of a hat, but those that feel you'll murder them and everyone that they ever loved if they had betrayed you, typically won't betray you. Sometimes, you're going to have to be the bad guy, but this is taking a apathetic approach to the situation. Especially if your in the stance of a Noble, you're not going to be weeping over a few lost commoners, you're thinking about things in a much larger scope. I've been of the belief that Nobility can feel the impact of a loss of resources, feel angered that something was -taken- from them, and emotional attachments make for a particularly interesting character flaw, but overall - Nobility aren't in the position to have 'friends'.

It's a very lonely role, as is any position of leadership. If pulling the trigger sometimes, and setting an example prevents those from making the same mistake in the future, then I feel this is more appropriate than having a Noble or Leader suddenly break character to nuture or coddle the betraying employee. In this sense, I am a realist, and I believe that consequences of such actions should be dealt with such IC.

Am I stating that death is the only solution to these problems? No - But they are a final solution to dealing with a situation, and one that shouldn't be avoided at all costs, because mercy -does- come back to haunt you (And I speak from experience).

Anyway .. So yes,

-Having fun for yourself first of all
-Delegating tasks to those beneath you and keeping them and yourself involved
-Acting realistic to situations (A believable character is much more rewarding than a coddler)

I am not quite sure if this answers your question, but I hope this helps!

Why don't we turn this thread into a depository for inspiring stories?

I once played a peg-legged human woman who had lost her leg to a salt worm while salting as a kid. She was a ginger and smarter than me--- which I wasn't sure I could pull off. I never really tell anyone this, but these are my numbers from every I.Q. test I've ever taken--- 129, 130, 130, 131, 133. I had a 126, but I skipped the last ten questions because I was getting bored. See, I wanted to make a natural Einstein--- someone in the 170, 180s range, someone who couldn't help but change the world around them, at least for her close ones, simply by virtue of being alive and having that kind of brainpower.

I have absolutely no math abilities whatsoever, probably due to the damage schizophrenia does to one's brain simply by having the disease. But I can understand the Rule of Nines. This is the rule in math that says when a number's digits are all added together, if they make nine, then the whole number is divisible by nine. I had my ginger human salter counting rocks discover this concept, at least for two-digit numbers. It probably flew over everyones' head because, honestly, who knows about the Rule of Nines? I don't know why I remember it myself, but I used it in my roleplay. And since it is true and I explained it, people knew something was up with her from the day I solo rped that bit out in the desert, among some rocks.

I don't remember much of how else I managed to continue to pull that concept out of my ass because it seemed to convince people that a smart player was behind the pc and I became known as an unaffiliated threat, as I did not appear to want to join anyone. I even made casual friends with an elf gemmed, a pretty laidback guy who lived a long time, Tears. He died because he was a homewrecker, and we had the sort of off-on friendship that was faintly possible between the two of us. I don't know how much he knew about me, but I was trying to portray her intelligence as above the skies but he didn't really seem concerned like the humans seemed to be.

Basically if you've got like an 85 I.Q. and want to play someone twice that smart it can be done and it will be convincing. If you lack an ability to express subtle things in your words and emotes, you can just look up some math, some language, my character did not go the route of knowing long and barely-known words because she didn't have an aide or mercantile background--- she was a dirt grubber, someone who had salt encrusted under her fingernails her whole life, who walked funny because the salt worm had really done a number to what remained of her leg, although I never rped this particular detail out.

Maybe later on I'll remember someone else that might inspire somebody.
gorgio: someone who is not romani, not a gypsy.
kumpania: a family of story tellers.
vardo: a horse-drawn wagon used by British Romani as their home. always well-crafted, often painted and gilded

Added: Getting Into Character: Seven Secrets A Novelist Can Learn From Actors.

I have been reading this one and it is quite fascinating! I am still on the first secret but it's very appliable to roleplay. It applies techniques of method acting into the novelist's trade. I think in the RPI's setting where you have to have the speed of thought of an actor and the depth of actions of an actor (because MUDs are much more action-descriptive than writing, in which you can choose to censor things in lieu of pace), it is very pertinent.

If you're familiar with illness, like you're a doctor, nurse or someone who has an illness, it might be fun to play it out. I've played a couple of people who saw things, you know like schizophrenic hallucinations, although I don't actually have that. I feel like I can pull off the nervous energy, though, or the scatterbrainedness that would be thorough enough to be a symptom of a disorder (although this last one is sort of my go-to number one subtle trait; its just too much fun playing somebody who's an airhead, for me.)
gorgio: someone who is not romani, not a gypsy.
kumpania: a family of story tellers.
vardo: a horse-drawn wagon used by British Romani as their home. always well-crafted, often painted and gilded

Here's another good resource:

Quote37 Questions to Ask Your Character
Pretend you are an interviewer for a newspaper, a secret agent, or a novelist, and you are interviewing, or interrogating, a character for your story. Imagine the character is sitting in front of you, you have a new fifty-sheet yellow writing pad and your favorite pencil your cat chewed, and you are about to ask them a list of questions.
New Players Guide:,33512.0.html

Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

When trying to figure out the mindset of a smart, cunning antagonist who does bad things, this interview is rather GREAT at it:
Highest Paid Mafia Boss Tells the TRUTH About the Life

Quote from: deskoft on February 06, 2020, 04:03:02 PM
When trying to figure out the mindset of a smart, cunning antagonist who does bad things, this interview is rather GREAT at it:
Highest Paid Mafia Boss Tells the TRUTH About the Life
This is very good research for nobility/politics in Allanak.
Quote from: Fathi on March 08, 2018, 06:40:45 PMAnd then I sat there going "really? that was it? that's so stupid."

I still think the best closure you get in Armageddon is just moving on to the next character.

  One template for personalities I have come across is the Zodiac signs and the traits linked with them.
Pick a sign and build the PC around your ability to bring the most of that personality into the game.

I have found this post to be an amazing help I hope this adds to it in some way. Thank you to all who shared something here, there is a lot to go over and learn.