RP rule ideas

Post » Fri Mar 14, 2014 10:13 pm

Not sure if this should be here. I got rid of/retired my tribal character to start an new marksman-type character. I wanted to get deeper into RP than just a backstory (Which I have, just do not feel like putting it in). I wanted to get deeper into the RP experience, so I came up with a few "rules" to try to live by on this playthrough:

  1. carry Primarily/only three weapons around. A) a long range rifle for sniping outdoors. B) a pistol for medium distance or places where melee weapons and the long range rifle are impractical/ill-advised. C) a melee weapon, like a knife, for up close and personal assassinations.
  2. Fast travel mainly to military camps, towns and other "safe places." This is to avoid the constant legion assassins hunting me down. only constant exception to this is Goodsprings source.
  3. Share food with companions. Mostly for pure RP.

What does everyone think? I am open to ideas.

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Julie Ann
 
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Post » Fri Mar 14, 2014 10:27 am

Roleplay is open to myriad interpretations, but no matter how you slice it, roleplay revolves around the character. Some roleplayers would pick two particular opponents. One which the character must attack if possible, one of which the character is terrified and constantly tries to avoid. You say you would share food as roleplaying, but by the same token roleplaying might just as well involve not sharing food because your character just would likely not do that.

I'm not certain how fast travel fits into role playing though... It's not like the character would have an option of choosing to fast travel or not, eh? It would seem on the surface that fast travel is not really conducive to roleplaying simply because there is no fast travel system available that the character can see.

At the same time, not fast traveling might be used with the idea that a character hates facing the hardships of travel, and so tends to spend long periods in one place, moving on only when they have to for one reason or the other. Or, perhaps, the character loves to travel, a natural born drifter who faces the rigors and dangers of the road with zest.

What I'm saying is that the personality and character traits of the character need to be mapped out and understood by the player first, and then roleplaying will come much more easily.

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Amy Cooper
 
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