335:
individuals to meet and play together. This freedom, though it is a great strength to the system, also has the potential to be a great weakness. Such broad freedom of expression can easily be grossly abused, most often by new players unfamiliar with the mostly unwritten etiquette of the text-based gaming community. This has caused many more experienced players to form tight knit cliques, which can also be detrimental to new players seeking to join the community. As a result, many sites are labeled for three levels of role-playing: 'beginner' 'intermediate' or 'advanced'. While some sites usually have some sort of application process to judge a new member's ability to role-play, others allow users to choose their level as they create their character. Certain MUDs that are "Newbie-friendly" also maintain "Newbie" channels that are run by more experienced users for the sole purpose of teaching new users. These advanced players often answer questions and teach these "newbies" things they should and should not do throughout the game. Types of behavior commonly considered breaches of etiquette include
509:
phenomenon of cross-gendered play. In the study, it was found that roleplayers would create opposite gendered characters to revel in their own embodiment as alternative beings. This was a form of conscious adoption of the 'bodies' that the player could not physically 'own.' Although this creates a tension between the avatar of the character and the user, it is a tension that seems to not stand in the way of anything as players often show unselfconsciousness.
411:
example of this is for each player participating in the activity to have their own characters that no other participant may write dialogs or actions for. Most separate text-based gameworlds have their own set of rules or TOS by which all users must consent to abide. In addition to rules there is usually a universal set of mores and a terminology common to text-based role playing games, that more or less constitutes gaming etiquette.
25:
496:
or chats. The latter has no emphasis on typing speed, but focuses wholly on strategy, and are thus usually based on forums and message boards. Both systems are further divided into explicit and implicit subsets (also called open and closed), which refer to whether the outcome of an attack is stated by the attacker or assumed to have happened in the flow of battle.
383:: it could just be that consequences are enforced based on a "common sense" basis, e.g., if several police officers go to seize a character, even without dice rolls, an administrator might say that the only reasonable outcome is that the character is brought into custody. Or, if there is such a system, this means that the results of system calculations are final.
500:
mutually respectful practice. Orthodox matches are completely based upon the honor system, and are held more to the ability of the character than the mechanics of the system. Explicit guidelines and rules apply to the fighters, in an "unorthodox" system. Unorthodox spars tend to use hit claims, as discussed above as open and closed.
390:. A setting might strictly enforce In Character consequences, with or without a system, but allow the player an 'out' to avoid character death. For example, if it is decided that the character was mortally wounded, it might be allowable to alter in-game reality just slightly and instead have the character suffer only a serious wound.
495:
These fighting systems fall into three categories, speed-based, descriptive, and turn-based. Of these, the former is such that the involved parties seek to outmatch one another via superior typing speed and stratagem, and thus is usually left for websites or programs that support an instant messenger
334:
These methods of role-playing have many advantages and disadvantages in comparison with more traditional, off-line role playing systems. On the one hand, text-based games allows players to exercise their writing skills, while using writing as a medium. The internet also makes it relatively easier for
508:
Although an undeveloped field, there exists some research done on people who roleplay online. One interesting facet of roleplaying online is the instance of a roleplayer acting as a character of a different gender. One study was conducted in the
Journal of Computer Game Culture, which discussed this
486:
Sparring is a form of online role-play that deals with combat between two or more characters, usually conducted on play-by-post media. Two or more players take turns in writing a joint-narrative battle, each one attempting to defeat his or her rival. The battle ends when one participant acknowledges
291:
systems began gaining in popularity. Usually it is played through 'Script' and 'Story' format, both styles are interchangeable and work well but it depends on which the player prefers, or which the human administrator insists upon. Script format is a simple stating of what each character is saying,
325:
on networks such as DarkMyst and
SorceryNet. More robust options are available on many virtual tabletops. Some virtual tabletops include text chat in addition to map and image sharing, campaign management and more. Free-form games may even do away with database integration or dice-rollers entirely
410:
Though there are countless different rules systems and game-specific rules, there is a single universal criterion that separates role-playing from collaborative writing — there must be a variable under the control of one or more players that some other players cannot control. The most common
499:
There is a large rift of ideologies within the community of sparring. It comes from the basis of the spar's purpose and intent, and divides sparrers into two categories, being roleplayers and fighters. Roleplayers are grouped as "orthodox" combatants, where no "autos" are acceptable, and it is a
300:
Some games rely entirely upon human moderators to dictate events, and physical print books for rules sets. Such games may use code dice-rollers, to generate random results, and may include databases for the purposes of maintaining character records. Interaction between characters is controlled by
491:
retains its traditional meaning of play or practice combat, but is limited to written interaction. It is different from role-play in that sparring usually contributes little, if nothing, to a story or character development and participants are subject only to the rules of an agreed on role-play
401:
some leeway if the player asks for it (in fact, almost total leeway, though this may destroy the believability of the scenario). Violating these rules and attempting to impose actions on another player's character without that player's consent is usually referred to as "god-modding" and most
512:
Additionally, research on online personalities has been done that could potentially extrapolate to the phenomena of online roleplaying. Researcher J. Suler found that, despite the various layers hiding the person behind the character, there is still a presence of the true personality of the
342:
Another aspect of note is the development of a role-playing vocabulary that are almost exclusively limited to those who have experience with or are actively immersed in this pursuit as a hobby. Some terms overlap with those in commonly used in popular fandom. Terms as
301:
communication between individual players (with each other) and with moderators (who portray non-player characters). Communication software and database options vary, from the DigiChat front-end / character database back-end pairing pioneered by
214:. While these are often seen as definitive boundaries, exceptions abound; many MUSHes have a software-supported combat system, while a "Role-Playing Intensive MUD" movement occurred primarily in the DikuMUD world, and both the first Internet
292:
post by post, with little to no mention of said characters' actions, whereas Story format requires that the character's actions be mentioned, including the surroundings and a general description of what is going on.
134:
There are varied genres of online text-based roleplaying, including fantasy, drama, horror, anime, science fiction, and media-based fan role-play. Role-playing games based on popular media (for example, the
523:
Asynchronicity in that users can respond when they have time to, and there is no pressure to respond emotionally. This allows a better procession of emotions and thus heightened expression of the player's
190:
programming languages and can be used for any purpose, but various types of server have historical and traditional associations with particular uses: "mainstream" MUD servers like
567:
The ancestors of MMORPGS were text-based multiuser domains (MUDs) Indeed, MUDs generate perhaps the one historical connection between game-based VR and the traditional program
517:
Dissociative
Anonymity in that the roleplayer tends to not see the similarity between their online self and their offline self, although they are but two sides of the same coin.
363:
are among the terms used with relative frequency in text-based role-playing circles, and it has come to be expected of role-players to be familiar with such jargon.
578:
MacCallum-Stewart, Esther. "Real Boys Carry Girly Epics: Normalising Gender
Bending in Online Games" Eludamos. Journal for Computer Game Culture , 2 29 Feb 2008
451:
Killing off or otherwise permanently changing a major character owned by another player without it being plausible or within the realism of the scenario.
251:
RPGs refer to another type of text-based gaming. Rather than following gameplay in real-time, such as in MUDs, players post messages on such media as
468:
or characters with a set of characteristics or stats too beneficial to the player as to give them an unfair and unrealistic advantage over others.
641:
287:) RPGs. The origins of this style of role-playing are unknown, but it most likely originated in some form during the mid-to-late 1980s when
487:
defeat or one is judged the victor by an unbiased arbiter after a review of all related posts. In the context of
Internet-based role-play,
520:
Invisibility in that there is no worry about appearances when interacting online. This can lead to increased emotional expression as well.
603:
223:
326:
and rely upon individual players to keep their own records, with online community reputation dictating how other players react.
375:. Often referred to in the rolling roleplay community as "orthodox", "unorthodox", and "hybrid". Levels of consent might be:
111:, but some are organized and played entirely by humans through text-based communication. Over the years, games have used
560:
68:
50:
428:
Observing correct grammar and spelling and use of a certain, default language to the best ability of the player.
239:
35:
271:
to which their fellow players will post role-played responses without a real limit or timeframe. Of late such
93:
using a solely text-based interface. Online text-based role playing games date to 1978, with the creation of
42:
478:), have garnered their own cult following and developed their own sets of norms and subcultures over time.
226:
were based on LPMud code. Although interest in these games has suffered from the popularity of MMORPGs,
513:
roleplayer. Suler, in their study, highlighted several reasons for this extended emotional expression:
186:
and being used to implement a variety of games and other services. Many of these platforms implement
380:
440:
who can contribute, and how often, when the work is being put together in an open area such as an
356:
46:
434:
Restrictions on or requirements to work together outside the story over plot and other elements.
600:
587:
Suler, J. "The online disinhibition effect" Journal of
Cyberpsychology Behavior , 3 7 Jun 2004
306:
288:
552:
546:
431:
Observing the rating of the game. Mature games may contain no restrictions on adult content.
360:
8:
322:
199:
227:
167:
157:
100:
617:
556:
542:
372:
207:
128:
86:
607:
474:
Various forms of gaming that developed within these media, such as sparring (see
211:
187:
441:
302:
252:
139:
series) are common, and the players involved tend to overlap with the relevant
116:
371:
The term "consent" refers to players' "veto power" over what happens to their
635:
348:
445:
268:
136:
393:
Consent: Nothing can happen to a character without the player's approval.
613:
454:
398:
379:
Non-consent: This does not necessarily mean that they use a traditional
352:
336:
321:
chats with hosted character databases. Many games also choose to play on
276:
425:
Sticking to a certain 'point of view' without plausible reason to do so.
182:
et al., a broad family of server software tracing their origins back to
108:
422:
or theme on another that is not relevant to them i.e. their location.
386:
Limited consent: Usually, this would be control over the character's
53:. Statements consisting only of original research should be removed.
488:
465:
458:
344:
314:
260:
279:
have been utilized for this purpose. This includes such games as
195:
198:
are typically used to implement combat-focused games, while the
215:
163:
140:
112:
104:
90:
402:
administrators have explicit rules prohibiting this practice.
419:
387:
318:
264:
191:
124:
272:
206:, are more usually used to create "social MUDs" devoted to
183:
179:
175:
95:
548:
Synthetic Worlds: The
Business and Culture of Online Games
310:
256:
203:
171:
120:
329:
166:
of today are the branch of text-based games known as
222:
social server) and the very popular talker software
633:
535:
107:. Some online-text based role playing games are
405:
210:and socializing, or non-game services such as
503:
295:
541:
414:Some common examples of these rules are:
397:Most RPGs have limited consent, allowing
255:, online forums, Chatrooms (such as like
69:Learn how and when to remove this message
551:. University Of Chicago Press. pp.
233:
634:
612:
642:Online text-based role-playing games
228:a large number of them still operate
202:, sometimes referred to by the term
103:heritage that culminates in today's
18:
83:online text-based role playing game
13:
594:
330:Characteristics and social aspects
162:Precursor to the now more popular
14:
653:
601:Internet Game Timeline 1969-1990
23:
245:Play-by-post role-playing games
581:
572:
240:Play-by-post role-playing game
1:
528:
475:
146:
7:
481:
406:Rules and Etiquette Systems
49:the claims made and adding
10:
658:
366:
237:
155:
504:Psychology of Roleplaying
296:Real-time human-moderated
200:TinyMUD family of servers
131:websites as their media.
381:role-playing game system
620:. Raph Koster's Website
618:"Online World Timeline"
151:
16:Role-playing game type
418:Enforcing a specific
307:White Wolf Publishing
234:Play-by-post and PBEM
323:Internet Relay Chat
275:tools and sites as
606:2006-04-25 at the
543:Castronova, Edward
309:, to the numerous
158:Multi-user dungeon
99:, which began the
34:possibly contains
492:fighting system.
461:and/or godmoding.
437:Restrictions on:
373:player characters
129:social networking
87:role-playing game
79:
78:
71:
36:original research
649:
628:
626:
625:
588:
585:
579:
576:
570:
569:
539:
212:educational MUDs
74:
67:
63:
60:
54:
51:inline citations
27:
26:
19:
657:
656:
652:
651:
650:
648:
647:
646:
632:
631:
623:
621:
608:Wayback Machine
597:
595:Further reading
592:
591:
586:
582:
577:
573:
563:
540:
536:
531:
506:
484:
408:
369:
339:and godmoding.
332:
298:
253:bulletin boards
242:
236:
188:Turing-complete
160:
154:
149:
117:internet forums
75:
64:
58:
55:
40:
28:
24:
17:
12:
11:
5:
655:
645:
644:
630:
629:
616:(2002-02-22).
610:
596:
593:
590:
589:
580:
571:
561:
533:
532:
530:
527:
526:
525:
521:
518:
505:
502:
483:
480:
472:
471:
470:
469:
462:
452:
449:
435:
432:
429:
426:
423:
407:
404:
395:
394:
391:
384:
368:
365:
331:
328:
303:Conrad Hubbard
297:
294:
238:Main article:
235:
232:
156:Main article:
153:
150:
148:
145:
77:
76:
31:
29:
22:
15:
9:
6:
4:
3:
2:
654:
643:
640:
639:
637:
619:
615:
611:
609:
605:
602:
599:
598:
584:
575:
568:
564:
562:0-226-09627-0
558:
554:
550:
549:
544:
538:
534:
522:
519:
516:
515:
514:
510:
501:
497:
493:
490:
479:
477:
467:
463:
460:
456:
453:
450:
447:
443:
439:
438:
436:
433:
430:
427:
424:
421:
417:
416:
415:
412:
403:
400:
392:
389:
385:
382:
378:
377:
376:
374:
364:
362:
358:
355:, godmoding,
354:
350:
346:
340:
338:
327:
324:
320:
316:
312:
308:
304:
293:
290:
286:
282:
281:play-by-email
278:
274:
270:
269:mailing lists
266:
262:
258:
254:
250:
246:
241:
231:
229:
225:
221:
217:
213:
209:
205:
201:
197:
193:
189:
185:
181:
177:
173:
169:
165:
159:
144:
142:
138:
132:
130:
126:
122:
118:
114:
110:
106:
102:
98:
97:
92:
88:
84:
73:
70:
62:
52:
48:
44:
38:
37:
32:This article
30:
21:
20:
622:. Retrieved
614:Koster, Raph
583:
574:
566:
547:
537:
511:
507:
498:
494:
485:
473:
446:mailing list
442:online forum
413:
409:
399:game masters
396:
370:
341:
333:
299:
284:
280:
248:
244:
243:
219:
208:role-playing
161:
137:Harry Potter
133:
94:
82:
80:
65:
56:
33:
455:Powergaming
353:powergaming
337:powergaming
277:LiveJournal
218:(a type of
109:video games
624:2007-03-26
529:References
267:chat) and
59:April 2008
43:improve it
524:emotions.
466:Mary Sues
464:Creating
147:Varieties
47:verifying
636:Category
604:Archived
545:(2006).
489:sparring
482:Sparring
459:twinking
345:Mary Sue
315:hangouts
273:blogging
261:hangouts
553:10, 291
367:Consent
196:DikuMUD
164:MMORPGs
141:fandoms
105:MMORPGs
89:played
41:Please
559:
359:, and
224:ew-too
220:purely
216:talker
113:TELNET
91:online
476:below
420:genre
388:death
349:slash
319:Yahoo
265:Yahoo
192:LPMud
125:email
85:is a
557:ISBN
317:and
285:PBEM
283:(or
263:and
194:and
184:MUD1
180:MUSH
176:MUCK
152:MUDs
127:and
96:MUD1
444:or
357:OOC
311:AOL
305:at
289:BBS
257:AOL
249:PBP
247:or
204:MU*
172:MOO
168:MUD
121:IRC
101:MUD
81:An
45:by
638::
565:.
555:.
457:,
361:IC
351:,
347:,
313:,
259:,
230:.
178:,
174:,
170:,
143:.
123:,
119:,
115:,
627:.
448:.
72:)
66:(
61:)
57:(
39:.
Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.