Freeform Roleplaying
Freeform roleplaying is roleplaying without a heavily mechanical ruleset. It's entirely up to you what goes or doesn't, and this type of roleplaying is typically the easiest to get started with and the hardest to perfect. Be especially careful about controlling other peoples' characters, unless it's been established that this is appropriate (for example in dom/sub situations). Be sure to lay down ground rules to make sure you're all on the same page.
This is a good post on Shattered Realms about freeform roleplaying.
Here's a good post on the Giant in the Playground forums about freeform roleplaying. There are some things in here specific to GitP roleplaying rules, so not everything in the thread is applicable here.
Mechanics
Most roleplaying is necessarily complicated, as life itself is complicated. Many systems attempt to make a catalog of interactions in these universes in order to take the strain of roleplaying off of them and relegate it to their character's statistics and the GM's discretion. This makes decisions simpler for players and GMs, but there's a learning curve to every system. Below are my favorite general systems, and a few examples from each system.
Unfortunately, none of the core rulebooks are available legally online, but I'd highly suggest acquiring some of these rulebooks however you need to in order to try them out. The systems are really nice, and so are the settings.
- d20
The d20 system uses a 20-sided die for many of its rolls.
Dungeons and Dragons is a great example of this system. Its most recent edition is 5th edition. Though I haven't played this version, I've heard it's basically a fixed 4th edition, which to me sounds like a really good sign. 4th edition was fairly easy to get into, and had a lot of ways for every character to be involved in the campaign and the combat. Still, it had some huge balance issues and a lot of shortcomings as far as variety and play went. I'd suggest getting 5th edition if you want a simple and fun experience for a group that doesn't want to get as involved in the nitty-gritty details.
On the other hand is Pathfinder (and 3.5 edition D&D), a system that gets much deeper into the specifics of many situations and has a lot more play variety. There are a lot of things done really right with Pathfinder, for example their treatment of touch AC; if someone's trying to hit you with a bolt of lightning, your metal armor won't help you avoid damage. Between Pathfinder and 5th edition, it's a close choice; Pathfinder has a lot more variety and more to offer to players who want to do silly things like play mage rogue monk hybrids, but it's also got a much higher learning curve compared to 5th edition D&D, and basic classes like Fighter and Barbarian can feel very barren compared to their 5th edition counterparts. I'd suggest picking up Pathfinder if you're willing to spend the time to learn the system.
Pathfinder has an amazing wiki, and if you need to find anything out about Pathfinder, this can be your first choice. - d10
The d10 system uses d10s for rolls. To succeed at an action, you roll a set number of dice for it (for example to tread water for 30 minutes in heavy armor you might roll 2), with an 8, 9, or 10 being a “success”. For pass or fail situations like treading water, one success is enough to complete the task, whereas in combat the successes are dealt as damage to your opponent.
World of Darkness is my new baby; the amount of world building that White Wolf has done in this system is awe-inspiring, and they bring a great new take on supernatural roleplaying. The World of Darkness consists of a multitude of supernatural creatures, from vampires and werewolves to changelings and mummies. This system is incredibly taxing to get into, as the world is incredibly diverse and to give it a good treatment as a storyteller requires an intense amount of study and research. Fortunately there are quite a few campaigns out there to start off with while you get used to the setting, and the ones I've played have been really fun and satisfying.
This system is really fun for me because I love the setting, but technically it's not that impressive. There's a surprisingly small amount of progression available to mortals, and there are huge discrepancies in player power between races. A Mage with 10 Gnosis and 5 dots in Prime, Matter, Space, or Time can nuke any non-mage player character instantly, and a vampire with 10 blood potency can't be scratched by any mortal. Still, if the storyteller manages his group properly there are great opportunities for drama and action in this setting. I'd highly recommend this setting to anyone who likes supernatural settings.
Seventh Sea is “Pirates meet magic on the high seas of 17th century Europe”. I don't know all that much about the setting, but it's a fantasy world based on 17th century Europe where players take the role of swashbucklers and privateers and live a life of high stakes and high adventure. I've heard great things about this one, and since it's out of print you're not taking any money away from the authors by picking a copy up online. I'd recommend that anyone who likes pirates should give this one a try.
Grids
Grid combat systems are a carry-over from games like chess and checkers, and they're typically played with miniatures or other representative tokens on a physical combat grid. Forum roleplaying groups must turn to other systems, however, as they're not likely to meet up in person to play. One system that I've found to work fairly well is Roll20, as it provides a grid, stats, health bars, and a good permissions system.
One thing to note about grids is that they're not necessary by any stretch of the imagination; any grid-based combat system can be adapted to play without one easily, but the grid can help visualize combat scenarios and make things like flanking and blocking more explicit.
Character Creation
Character creation is a difficult process, and we all like to do it in different ways. Still, those who are new to roleplaying might find the task seems herculean; how do you make an entire life? There are a lot of ways to approach the issue, and there are some good guides on the subject (two more here and here). I'm going to put down some of my thoughts, but I'd suggest looking at those guides. I'm no master, I'm not really a strong RP=er in general, so my thoughts are disorganized and could send you on the wrong path. Take all my advice with a grain of salt, and if you think you've got a better way to make your characters, you probably do!
Prelim: Munchkins are boring
A munchkin is a character that's built with stats first and character second. The guy who puts all his stats into strength and just hits things. Munchkins are boring and they're not what roleplaying is all about. If the system you're in is stat-based (strength, int, charisma, dexterity, stamina, etc.), then it may seem like a good idea to pick your stats first. Don't. I personally find it much more satisfying when my character's stats are based on them, not on your idea of the perfect stat machine.
First step: Character Concept
Your character starts as a concept. Whether this is "a heartless marauder", "a friendly satyr", "a cold seductress", or "a huge, muscly guy who beats people up all the time and didn't go to high school". It can be two words or a paragraph, but this is what gets your creative juices flowing. Everything else from the character stems from this, so make sure you really like the concept you've got down.
Second step: Personality
Your character's basic personality will probably be involved in the concept, but this is where you branch out a bit more. This is always a balancing act. You want to make your character interesting and quirky, but you also want your character to work together well with the other members of the group (or not, if that's appropriate).
Personality is super tough. I don't think I can teach anyone how to create a personality from scratch. Instead of trying to build it from scratch, what I try to do is take personalities I've already got inside, like close friends, family, and especially yourself. We'll be touching up these personalities later down the line, but that's pretty much the easiest way to start out. Think about the Big Five personality traits:
Openness: your character's openness to new experiences, e.g. curiosity, imagination, and attentiveness to his/her feelings.
Conscientiousness: your character's tendency to be thorough, careful, or vigilant in his/her actions.
Extraversion: your character's tendency to reach out to others, to be outgoing and energetic.
Agreeableness: your character's tendency to be kind, cooperative, considerate, and sympathetic.
Neuroticism: your character's tendency to be moody, anxious, worried, envious, or jealous.
These all are a scale from none to full (though there aren't any healthy people with extremes like that), and they are a fairly good gauge for whether various behaviors, thoughts, and feelings fit well in your character.
Once you've got the personality handled somewhat, it's always nice to run through a series of hypothetical situations and make sure you've got a decent handle on the character. If it's tough to get the character right as you're running through scenarios, then it's probably a good idea to choose another character.
An important thing to do during this process is to ask yourself questions about your character. While this may be related to their backstory, it doesn't have to be. The questions can simply be about hypothetical situations or potential character interactions. Thinking about these situations gives you another natural way to learn about his/her personality.
Third Step: Backstory
Backstory is something to get right, but it's not something to really focus on. Some characters have an incredibly interesting backstory, with histories, allegiences, enemies, and deep personal tragedy. These characters tend to be NPCs. A good player character doesn't need a huge backstory or a group of rivals and allies. That's what they're building during the story! If your character is older, then a backstory can add some flavor, but don't feel pressured to put a complex one, and feel free to leave it out entirely. Maybe your character would rather not talk about his/her history.
Fourth Step: Stats
Stats are pretty simple; what is your character good at? If s/he's better at punching things and lifting heavy objects than thinking things through, then his/her wisdom is probably lower than his/her strength. As far as stats go, you should use your best judgement to determine what kind of situations your character is adept in and stat accordingly.
Hopefully this will help you get an idea for how to make good characters.
Thanks for reading! If anyone has further questions or suggestions for this thread, please post them below!
Good luck!
~ZK
If you're looking for feedback on one of your characters, looking for general advice about character creation, or anything along the lines of characters, character creation, and character interaction, then post it here.