It’s been a week since the Crimson Ashes Guild accepted me in on a trial period and in that time I’ve been on a steeeeep learning curve about what RP in GW2 is and how it works. Here’s what I’ve uncovered so far.
As in SL, live RP is just a matter of typing out loud (/s) and emoting (/e) the words, deeds and thoughts of your character whilst remaining totally in character. any out of character stuff is done via private, group or guild chat (/w, /p & /g respectively*). There is a lot of suspension of disbelief as well as a lot of nothing happening to the characters on screen, with all the action being described in chat rather than ‘acted out’ on screen.
With the monster hunt I took part in on Saturday I had expected it to be a group fight against a real in-game monster but the day before I had the opportunity to ask the leader, Craywin, about how this would work. Bloody good job I did otherwise I’d have gone in all guns blazing and looking like a right nutter! No, instead of fighting a real game monster, the ice brood minotaur was imaginary and operated by Craywin, who was also there as Craywin. It worked like this:
- We met up in game and were from then on in totally IC with all OOC chat behind the scenes.
- We walked to the location Craywin had in mind for the encounter (along the way taking part in any dynamic events that naturally happen but doing so totally IC).
- Once at the location Craywin OOCed us to start the encounter. From then on in he was being both player and DM and he emoted the beast’s movements and actions in chat.
- A marker was used to show the rough position of the beast (in this case a banner) so we could better work out a reply.
- After each batch of emotes describing the beast’s actions, we could emote our actions and talk/shout out loud to each other IC.
- The length of each ‘turn’ was not set but quickly found a natural pace.Essentially not too much action and no players saying “I hit it dead in the eye and it dies!”, the DM decides those kinds of things both to keep the experience fair & fun for all but also building to an exciting conclusion.
- Dice rolls weren’t enforced, it’s up to the players if they want to use them to add an element of chance to the action otherwise it’s much more about a shared trust that all parties work together on a shared narrative.
- It took about 4 turns to kill the beast which took us 40 mins or so.
- Afterwards we RPed about the aftermath, healed the wounded, etc, Again, most of this was done with out loud IC chat & /e emotes but there was also some use of positional emotes such as /kneel for bending to a fallen player and /sleep to be that player.
All in all it was both not what I was expecting and exactly what I should have expected. It was great fun. It was back to my teen yaers playing MERP on the kitchen table. It was collaborative story telling. It was roleplaying and it was good. It’s a long time since I’ve been this excited about a game, probably since writing Steal Head if I’m honest and that’s because I get to create the story once more. Hell it’s even made me think about SL again, something I never thought could happen!