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9/30/99, When
the Universe Slumbers It was a dark and stormy night. Yes, that is the single most
infamous sentence that it is possible to begin any sort of prose or
essay with. It betrays a lack of originality on the part of the writer.
We can pretty much guess whats going to happen next. Dark and
stormy nights always harbor dark deeds and turgid emotions, and a
story that opens will likely proceed along a pretty obvious course. To some extent, the role-play
Im seeing on IMC is reminiscent of a dark and stormy night
novel. We know were its going. This is due in large part
to the venues that weve chosen for role-play. How much variation
can you expect in a room based on a TV series, for example? You know
whats going to happen in any given role-play session. The hero
runs into trouble. The hero comes close to defeat, but wins in the
end. The bad guys are killed, or more likely slink off and return
to menace the hero next week. Were not on IMC to emulate
television, or movies, or even books. No! Were are here to construct
artificial and original worlds, and to live new lives in those worlds.
Were here because we like to play roles, which means by definition
that were more imaginative than the poor mundane souls out there.
Lets prove it! We have to strike out into uncharted territory!
You cant be afraid to do something unexpected! We shouldnt
let the universe run on autopilot like this. First,
we have to be willing to get involved in adlibbed role play sessions.
Pre-planned plots are fine sometimes
but Id much rather
get involved in a plot with a cloudy ending. Even if that end spells
the death of one of my characters. Frankly, its a lot more fun.
I hate the sort of action movies where I know the heroes are going
to win. You know the sort of movie I mean where one man has
to fight off an army of bad guys single-handedly, armed only with
a convenient cell-phone so he listen to the villain rant. Lets
use Under Siege 2 as an
example. We all KNEW who was going to live and die right at the start,
didnt we? The plot and characters were just a hook on which
to hang stunts and fight scenes. Bah. BORING! Its even worse
when they make a sequel
Second, you shouldnt be
afraid to make your handle different. Look around the site. Youll
see plenty of noble heroes, dastardly villains, and scoundrels-with-a-heart-of-gold.
These roles are well and good, and very little could be done without
them
but they can also be clichés. People in the real world do
not fit these ideals. Ever! At least some of your characters should
reflect that. Make someone whos neither a champion of good nor
of evil
just someone responding to the situations that meet them
as best they can in the same morally ambiguous way we all do. Yes,
we are all morally ambiguous. We all think were the exception
to the rules. Role-play that! Or make an incompetent handle.
A cripple, a drunkard, a moron, or a feeble old man. Who cares about
yet another male model vampire or knight or superhero? Theyre
a dime a dozen. A street person who gets involved in a superhero fight
or a mystery is a much more interesting. And much more fun to role-play,
trust me. Not ALL the time, but everyone should try it out. J Our nonexistent universes shouldnt become
stagnant, dull arenas of repetition and cliched plots. Be daring!
Be innovative! Dont be afraid to be on the losing side, dont
be afraid to completely mess with the existing canon of the universe
youre playing in! Even better, invent your OWN universe! Your brain will thank you.
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