A practical handbook for roleplaying on Ash & Blood: IC/OOC, character creation, writing, roleplay terminology, immersion, conflict, consequences, consent and collaborative storytelling.

Introduction — The Art of Becoming Someone Else

THE ROLEPLAYER'S CODEX
The Art of Becoming Someone Else
A practical handbook for text roleplay on Ash & Blood

Welcome, exile. This Codex is not a second rulebook. It is a practical guide to portraying a believable character, writing readable scenes, understanding common roleplay terms and creating stories other players can meaningfully participate in.

HOW TO USE THIS GUIDE
Rules and roleplay advice are different
The Rulebooks decide what is permitted and how systems such as PvP, consent, injuries and character creation are enforced. The Roleplayer's Codex explains how to make those systems feel like a living story.
01
The Core Idea

Character First
Ask what your character would reasonably think, know and do, rather than what gives the player the strongest mechanical advantage.
Story First
Success is not measured by how often you win. A setback that creates months of roleplay can be more valuable than an easy victory.
Shared Story
Every scene belongs to everyone participating. Give others room to speak, react, fail, succeed and change the outcome.
02
A Beginner's Quick Start

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Know who your character is. Give them a culture, motivation, flaws and something they fear or struggle with.
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Separate IC from OOC. Your character only knows what they learn inside the story.
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Write observable actions. Describe what others can see or hear and leave their reactions to them.
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Create opportunities. Ask questions, offer work, spread rumors, seek help and react to the world.
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Accept consequences. Injury, failure, embarrassment and loss are material for future stories.
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Communicate when needed. Brief, respectful OOC communication prevents most misunderstandings.
Roleplayer's Principle
You are not trying to write the perfect character. You are creating a person believable enough to be changed by the world.

Chapter I — What Roleplay Is

CHAPTER I
What Roleplay Is
Collaborative storytelling through a character's point of view

Roleplay means making choices through the perspective of a fictional person rather than through the priorities of the player behind the keyboard. Your character has their own knowledge, fears, loyalties, prejudices, desires and limitations.

01
The Question That Matters

ROLEPLAY MINDSET
What would my character do?
Not what is safest. Not what gives the best loot. Not what wins the argument. Ask what this particular person, with their history and beliefs, would reasonably do.

A stubborn character may refuse help. A frightened warrior may retreat. A greedy merchant may betray a friend. A compassionate enemy may spare someone they were expected to kill. These choices create personality because they are not always optimal.

02
IC and OOC

In-Character (IC) Out-of-Character (OOC)
Everything inside the fiction: your character's memories, beliefs, relationships, conversations, discoveries and decisions. Everything outside the fiction: Discord, real life, server mechanics, technical questions, patch notes and player knowledge.
IC / OOC SEPARATION
The separation matters
The player may know who owns a disguised character, what was said in Discord or where an enemy is located. The character may not use that knowledge unless it was learned through roleplay.
03
Collaborative Storytelling

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Treat other characters as participants, not obstacles.
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Leave openings for other players to influence the scene.
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Allow your plans to fail when the story or resolution method says they fail.
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Remember that your rival is still another player helping create your character's story.
Roleplayer's Principle
Your character is the protagonist of their own life, but not the protagonist of everyone else's.

Chapter II — Building a Believable Character

CHAPTER II
Building a Believable Character
Start with a person, not a collection of abilities

A biography explains where a character came from. Roleplay is built from how that history affects the person standing in the Exiled Lands today.

01
The Five Foundations

Who are they?
Choose a temperament: patient, suspicious, proud, gentle, cruel, curious, cautious or something more complicated.
Where are they from?
Culture should influence speech, customs, faith, manners, prejudices, dress and expectations.
What do they want?
Give them a motive such as freedom, wealth, revenge, knowledge, faith, belonging, power or peace.
What haunts them?
A broken oath, lost family, war, guilt, abandonment or failure can explain fears and difficult choices.
What are their flaws?
Jealousy, arrogance, cowardice, addiction, naivety, obsession, dishonesty or stubbornness create friction and growth.
02
Strength Needs Weakness

Overbuilt Character
A famous royal heir who is also the greatest swordsman, assassin, scholar and sorcerer, admired by everyone and untouched by hardship.
Believable Character
An Argossean sailor whose failed mutiny left him distrustful of authority, skilled at reading people, poor at swimming and afraid of being forgotten.
03
Let the Character Change

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Victories may build confidence.
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Defeats may create caution or resentment.
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Love may soften old beliefs.
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Betrayal may harden them.
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Injury may change habits or ambitions.
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Faith may deepen, weaken or transform through experience.
LIVING CHARACTER
Do not pre-write the destination
Create enough history to explain the beginning, then let other players and events influence what your character becomes.
Roleplayer's Principle
A strong character is not one who has already done everything. It is one with enough depth to become someone different.

Chapter III — Writing Roleplay

CHAPTER III
Writing Roleplay
Clear writing creates clear opportunities

In text roleplay, your words provide voice, posture, expression, timing and atmosphere. Good writing does not need to be long. It needs to be readable, characterful and useful to the other people in the scene.

01
Write Like the Character

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Consider their education and vocabulary.
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Decide whether they speak formally, bluntly, cautiously or emotionally.
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Let culture and profession influence the words they choose.
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Avoid modern memes, internet shorthand and expressions that break the Hyborian atmosphere.
02
Show More, Explain Less

Telling
Sabak is angry.

The emotion is stated, but other players receive little to observe.
Showing
Sabak's jaw tightens. His breathing slows, knuckles whitening around the haft of his Kopesh.

The emotion becomes visible without dictating how anyone interprets it.
03
Dialogue, Emotes & Narration

/me
Use for your character's visible actions, posture, expressions and interaction with the environment.
/do
Use for environmental description or an observable state that is not simply spoken dialogue.
/tell
Use for narration that is not attached to one specific character.
PLAYER AGENCY
Attempt, do not decide
Write /me reaches for the man's wrist, attempting to wrench the dagger away. Do not write that the other character is automatically disarmed. Important contested outcomes require the agreed resolution method.
04
Pace and Readability

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Use shorter responses during fast confrontations.
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Use longer descriptions when atmosphere or emotion benefits from them.
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Do not action-stack several major actions before someone can respond.
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Do not measure roleplay quality by paragraph length.
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Give quieter players time to enter the conversation.
05
Thought Posting

Other characters cannot hear private thoughts. Internal narration can be enjoyable for the reader, but it should not carry information another character is expected to react to. When possible, convert important thoughts into observable cues.

Roleplayer's Principle
Anyone can add words to a scene. Useful writing gives someone else something meaningful to answer.

Chapter IV — Roleplay Terms & Common Mistakes

CHAPTER IV
Roleplay Terms & Common Mistakes
The language roleplayers use to describe healthy and unhealthy play

Different communities sometimes use these terms slightly differently. The definitions below explain how they should be understood on Ash & Blood. The Rulebooks remain the authority when a term overlaps with an enforceable rule.

01
Core Terms

IC — In-Character
Anything that exists inside the fictional world and can be known, said or experienced by the character.
OOC — Out-of-Character
Anything belonging to the player, real life, Discord, mechanics or technical discussion rather than the character.
Character Agency
A player's right to decide their own character's thoughts, reactions and choices unless an agreed resolution system determines an outcome.
Consent
OOC agreement to content or outcomes that require permission. Consent is specific and can be clarified or withdrawn as described in Book VII.
Fade to Black (FTB)
Ending or skipping the explicit portrayal of a sensitive scene while retaining whatever narrative outcome the players agreed upon.
Retcon
A retroactive change to completed roleplay. Retcons should be rare and mutually agreed or staff-directed when necessary.
02
Unhealthy Roleplay Terms

Metagaming
Using OOC information as though your character learned it IC.
Example: Reading a Discord message about a hidden meeting and having your character arrive there.
Powergaming
Portraying unreasonable capability, ignoring believable limitations or using mechanics/prose to gain advantages the character has not earned.
Example: A badly injured character immediately fighting at full ability or suddenly mastering an unrelated elite skill.
Godmodding
Forcing another character's outcome, reaction, injury, emotion or action without consent or a valid resolution method.
Example: Writing that your strike breaks another character's arm before they can respond.
Railroading
Driving a scene toward one predetermined outcome while refusing meaningful alternatives offered by other participants.
Example: A captor rejecting every reasonable negotiation because they already decided exactly how the scene must end.
Fail-RP
A broad term for roleplay that ignores obvious setting logic, established facts, consequences or the basic reality of the scene.
Example: Treating a severe wound, armed threat or major political event as though it has no effect at all.
NVL — No Value for Life
Ignoring an immediate, credible threat to the character's life without a believable reason. Fear does not require surrender, but danger must be acknowledged.
Example: An unarmed civilian casually insulting several armed captors as though death is impossible.
Blending / Bleed
When emotions or opinions from the character spill into the player, or the player's feelings begin driving the character for OOC reasons.
Example: Becoming personally angry with a player because their character betrayed yours.
Dollhousing
Protecting a character's preferred fantasy so strongly that the world is not allowed to inconvenience, challenge or change them.
Example: Ignoring political loss, injury or social consequences because they disrupt the image you want for the character.
Main Character Syndrome
Treating scenes, events and other characters as though they exist primarily to support your own story.
Example: Joining unrelated scenes and repeatedly redirecting attention toward your character.
Thought Posting
Writing private internal information that nobody present could observe, especially when it is used to influence how others respond.
Example: Posting a hidden murder plan instead of showing tension through gaze, posture or action.
03
Useful Storytelling Terms

Hook
A question, problem, rumor, offer, need or mystery that gives another character an easy reason to engage.
Scene
A continuous period of roleplay centered on one interaction, place or event.
Consequence
A lasting result created by a choice: injury, distrust, debt, reputation, political change, loss or opportunity.
Play to Lift
A mindset focused on helping everyone in the scene contribute and shine, rather than using them as an audience for your character.
Play to Lose
Being willing to accept failure when it creates a stronger story. It does not mean deliberately throwing every encounter.
Play to Win
Treating roleplay primarily as competition. Wanting success IC is fine; refusing fair failure OOC is where the problem begins.
GOOD PRACTICE
Terminology is not a substitute for communication
Do not throw labels such as “metagamer” or “powergamer” at another player during a scene. Finish ordinary roleplay where appropriate and use the proper OOC or staff process for genuine concerns.

Chapter V — Creating Roleplay

CHAPTER V
Creating Roleplay
Do not wait for the world to entertain you

Memorable roleplay usually begins because someone takes initiative. A market, shrine, campfire, caravan, ruined fort or tavern becomes interesting when a character gives other people a reason to care about it.

01
Become a Catalyst

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Introduce yourself to strangers.
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Offer work, trade or assistance.
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Ask for help with something your character cannot solve alone.
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Spread a rumor or ask about one.
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Host a feast, expedition, sermon, tournament or meeting.
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Create a problem that other characters can investigate or respond to.
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React to public events instead of pretending they did not happen.
02
Create Hooks, Not Homework

A good hook gives another player a simple reason to participate without demanding that they join a giant plot. A missing package, suspicious traveler, debt, unusual wound or request for an escort can grow naturally if people become interested.

03
The World Exists Beyond You

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Not every conflict belongs to your character.
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Not every mystery needs your character to solve it.
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Sometimes you are the witness, helper, customer, victim, messenger or passerby.
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Let other people's established stories remain theirs unless the roleplay gives you a natural way in.
04
Reputation Is Earned

Do not tell people your character is feared, respected, brilliant or legendary. Give the world enough consistent evidence that other characters begin saying those things for you.

LONG-TERM RP
The ripple effect
Think beyond today's scene. A guard you spare, a merchant you insult or a stranger you help may return months later with consequences you never planned.
Roleplayer's Principle
Instead of asking where the roleplay is, ask what you can place into the world that somebody else will want to answer.

Chapter VI — Conflict, Consequence & Failure

CHAPTER VI
Conflict, Consequence & Failure
Conflict is valuable when everyone still has a story afterward

Conflict does not mean OOC hostility and it does not always mean violence. Politics, religion, business, loyalty, romance, debt, betrayal and incompatible goals can all create powerful scenes.

01
Conflict Creates Movement

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Political disagreement.
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Religious or cultural tension.
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Competing businesses or resources.
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Broken promises and divided loyalties.
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Family, friendship or romantic conflict.
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Crime, betrayal, war and physical violence.
02
Consequences Give Choices Weight

An insult may damage a relationship. Theft may create an investigation. Betrayal may destroy trust. Violence may create injuries, fear, captivity or escalation. If major choices never change anything, they stop feeling meaningful.

03
Winning Is Not the Goal

Play to Win
Your character may want victory. The problem begins when the player cannot tolerate failure, uncertainty or someone else succeeding.
Play to Lose
Be willing to let defeat happen when it is earned or dramatically useful. Failure creates new motives, scars and relationships.
Play to Lift
Create openings for other characters, acknowledge good ideas and share attention. This is the healthiest long-term mindset.
04
Injuries and Loss Matter

A broken arm should affect what your character can do. A concussion should alter their behavior. Betrayal, grief and humiliation may leave less visible scars. Use the current injury and recovery systems in Book III rather than inventing contradictory timers.

05
Leave Another Chapter

Not every rivalry needs death. Not every betrayal needs permanent hatred. Not every victory should destroy another player's ability to continue. When possible, choose consequences that create future decisions rather than ending every thread.

CROSS-REFERENCE
Mechanical conflict has its own rules
PvP declarations, dungeon aggression, injuries, captivity, raids and PK are governed by Book III. This chapter explains the storytelling mindset around those systems.
Roleplayer's Principle
Failure does not interrupt the story. Very often, failure is where the story finally becomes interesting.

Chapter VII — Immersion & the Living World

CHAPTER VII
Immersion & the Living World
Make the Exiled Lands feel inhabited rather than staged

Immersion is the feeling that the fictional world continues beyond the text box. It grows when characters notice surroundings, remember previous events and behave as though weather, distance, injury, culture and time actually matter.

01
Use the Senses Selectively

SenseUseful Detail
SightTorchlight moving across damp stone.
SoundDistant thunder or steel scraping against leather.
SmellWood smoke, wet earth, blood or fresh bread.
TouchCold rain, rough bark, hot metal or heavy armor.
TasteSalt on cracked lips or iron from a split lip.
WRITING TIP
One detail is often enough
You do not need to describe every sense in every post. Choose the detail that best supports the scene and leave room for others to contribute.
02
Let the Environment Participate

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Rain changes clothing, footing and visibility.
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A crowded tavern grows louder as patrons arrive.
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Smoke from a forge may sting the eyes.
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A corpse attracts flies and changes the mood of a road.
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Night, heat, cold and travel should affect behavior when relevant.
03
Consistency Creates Identity

Small repeated habits make a character recognizable: removing gloves before eating, never sitting with their back to a door, touching an old scar while lying, praying before combat or refusing a particular drink.

04
Respect Silence and Pace

Not every moment requires dialogue. Silence can show discomfort, grief, threat or thought. Match the scene: an interrogation may breathe slowly; a brawl needs quicker responses.

05
Common Immersion Breakers

×
Modern slang or internet shorthand used without an IC reason.
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Ignoring obvious events occurring nearby.
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Instantly forgetting major injuries or traumatic events.
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Using knowledge the character never learned.
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Writing enormous emotes while everyone else is waiting in a fast scene.
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Treating the environment as an empty background.
Roleplayer's Principle
A believable world is usually built from small details, not grand speeches.

Chapter VIII — The Human Element

CHAPTER VIII
The Human Element
Characters fight; players collaborate

Every character is controlled by a real person. Good roleplay depends as much on trust, boundaries and communication as it does on writing skill.

01
Separate the Player From the Character

Your character may be insulted, betrayed, captured, humiliated or defeated. Those events are happening to the character, not to you. If you notice IC feelings becoming personal, give yourself enough distance to separate the two.

OOC AWARENESS
Blending is a warning sign
Feeling strongly about your character is normal. Treating another player differently because of what their character did is where the problem begins.
02
Trust and Communication

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Assume misunderstanding before malice.
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Use brief OOC clarification when a genuine boundary or technical issue needs it.
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Do not negotiate every unfavorable IC outcome OOC.
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Do not use rules or staff reports as threats inside a scene.
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If a problem needs staff review, preserve evidence and use the proper channel.
03
Respect Different Writing Styles

A concise roleplayer can be just as skilled as someone who writes long atmospheric posts. Judge whether the writing contributes, remains understandable and gives others something to work with.

04
Share the Spotlight

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Do not answer every question first.
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Invite quieter characters into conversations.
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Allow someone else's expertise to matter.
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Celebrate another player's strong scene even when your character loses.
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Do not redirect unrelated events toward yourself.
05
Consent and Boundaries

Sensitive content, permanent consequences and personal boundaries require the consent framework in Book VII. When consent is required, it is an OOC decision made by the player, not something an IC threat can force.

06
Player Reputation

Difficult to Play With
Must always win; takes IC personally; dominates scenes; rejects fair consequences; uses OOC information; creates unnecessary OOC drama.
Enjoyable to Play With
Accepts outcomes; communicates respectfully; shares attention; helps newcomers; creates hooks; separates IC from OOC; thinks long-term.
Roleplayer's Principle
Leave every scene with the other players still interested in what happens next.

Chapter IX — The Philosophy of Ash & Blood

CHAPTER IX
The Philosophy of Ash & Blood
Build stories, not victories

Ash & Blood is designed around long-term, consequence-driven roleplay. Equipment, buildings and mechanical progress matter because they support stories; they are not the story by themselves.

01
You Are Not the Main Character

Your character matters. So does the merchant, guard, priest, prisoner, rival and stranger standing beside them. Treat other characters as people with their own goals rather than as supporting cast.

02
Build Stories, Not Victories

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Ask whether a choice creates future roleplay, not only whether it benefits you now.
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Let other people succeed when they earn it.
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Allow mistakes, fear, defeat and uncertainty to change your plans.
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Do not use technical loopholes to protect an idealized version of your character.
03
Places Should Tell Stories

A settlement is more memorable when it has a purpose: a market people trade in, a shrine people visit, a tavern that develops regulars, a fortress with politics or a workshop with apprentices. Build locations that invite interaction.

04
There Is No Finish Line

There is no final level of roleplay where your character is complete. Wealth can disappear, alliances can break, beliefs can change and kingdoms can fall. Long-term roleplay works because the character continues adapting.

05
What Players Remember

Consistency
The mercenary who always pays a debt. The priest who never raises his voice. The hunter who apologizes to every animal they kill.
Consequences
The old limp, broken friendship, ruined oath or changed belief that still matters months later.
Generosity
The player who creates opportunities, welcomes newcomers and makes scenes better when they enter them.
06
Final Checklist

✓
Does my character know this information IC?
✓
Am I controlling only my own character?
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Am I giving others time and room to respond?
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Am I acknowledging believable danger, injury and consequences?
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Am I acting from my character's motives rather than my OOC frustration?
✓
Does this choice create something worth roleplaying afterward?
Roleplayer's Principle
The greatest compliment is not “your character is powerful.” It is “I believe they are real.”