Emoting Basics

Borrowed from here: http://asphyxiationpoint.weebly.com/emoting-basics.html

1. Second life chat mechanics

On an RP SIM, roleplay occurs directly in local chat. This is both to improve immersion and to let everyone to join in. More importantly it helps to actively separate OOC / IC by reserving IMs and group chat for OOC chatter alone.

When speaking in local chat, there's a few different ways to communicate.
Normal text : The easiest way to say something is to simply say it in local chat. There's no need for quotation marks, as it's obvious that you're speaking aloud. Note that the text in local chat is identified by your second life display name. So if your display name is John, typing "What's up man?" in local chat would appear as "John : What's up man?". This mode is rarely used for roleplay.
Emote text : You usually use it when your character is doing something as they are speaking or doing something that doesn't involve speech at all. It is similar to speaking in local chat except that you add "/me" in front. For example if your Second life display name is Hendrix, typing "/me looks at you" would appear as "John looks at you"
OOC brackets (( )) : Using (( )) around your text let's other role-players know that it is you (the typist) and not your character who is speaking. Most roleplay SIMs (including Asphyxiation Point) limit OOC text in local chat. If you must direct OOC communication to a specific person, please do so in IMs. Use OOC in local chat only if you need to address everyone in the vicinity. For example ((Brb)).


Please note that abbreviations such as Brb, l8r, cya which are okay for OOC chatter must never be used in roleplay.

2. How to emote

By discussing emote text, we have already introduced the basics of the mechanics of emoting. As described in the previous section, simply using /me is enough to describe an action.

If you want to take this one step further and speak while making an emote, you would additionally need to use quotation marks. Kind of like you would do if you were writing a book. Let us take John again and look at some examples
/me is sharpening his blade.
Typing this will result in "John is sharpening his blade."
This is simply describing an action which is what we described previously.
/me is busy sharpening his blade when he hears the distinct sound of footsteps on the pavement behind the trash bin he was sitting next to. "Who the hell is there!?" he calls out as he rises quickly switch blade in hand.
This one's a little more dynamic. All of the text will show up as an emote, but the quotation marks denote that John said something.

Note that it looks a little like a line you'd read in a book -- that's the general idea when typing out emotes and why emoting forms such an integral part of roleplay. Over time, most experienced role-players automatically fall back to communicating in this manner even if their emote may be as simple as "/me smiles as he looks over at him and says... blah blah blah"

3. What to emote

So now that you know how to emote, the next question that automatically arises is what to emote. We have already covered two of the basics :
What your character is saying. --- Words
What your character is doing --- Actions


This basic list can be augmented with many more elements to make your emotes richer
Sight, smell, sound, taste etc. etc. .................................................................................................. Environment
Any physical attributes / features of your character that are worth calling attention to ....... Character
Body language and facial expressions ........................................................................................... Reactions


However, care must be taken to make sure of two things :
Ensure you are not saying a lot about nothing at all. No one wants to read an essay about how awesome the bowl of water you are sipping is or how luscious your breasts are. Any emote must somehow add to the story or enhance the environment you find yourself in (more on this in when to emote).
Express thoughts in a manner that others can respond to. For example, if you were to roleplay "John watches the man's antics and thinks what an idiot he is", the only usable part of the emote is the fact that John watches the man's antics. Your fellow roleplayer has no way of responding to your thoughts. If you are to instead roleplay "John snorts derisively as he watches the man's antics.", your fellow roleplayer can now respond to your post. The first example is what is usually referred to as a "thought emote" and is frowned upon in any RP venue.

4. When to emote

Asphyxiation Point is a turn-based paragraph-roleplay venue. In other words, you must wait for everyone else in the scene to post once before you post again. This typically forces your posts to be longer as well as you are now reacting to everything that people around you said or did in a given round of posts. This requirement is usually relaxed in large group settings such as events but care must still be taken to maintain Post Order with other role-players in your immediate vicinity or




It is also good manners to wait until you have observed at least one round of posts before posting in. This allows you to identify what roleplay is in progress and whether the situation is lighthearted, tense or outright troublesome before you start interacting with roleplayers already in the scene.

5. Breaking the ice

Another component to the "when" arises when you are not really sure how to get involved in a scene. Below we detail some very simple ways to break the ice :
Ask a question : This may be asking where you may find a room for the night or asking where the nearest bar is. This is probably the most direct means to approach someone you don't know same as in RL. This approach is probably easiest if you find someone who is alone or opens themselves up for questions such as by putting themselves in a service oriented role.
Observe and react : If you find a group of people conversing between themselves and are not sure how to break into their conversation, its probably a good idea to just emote your way in and situate your character near them. At this point you can try and figure out what the current conversation is about and react accordingly.
Take proactive action : Breaking into roleplay can be hard if you keep waiting for someone to invite you in. If you can initiate roleplay, people automatically want to roleplay with you. And initiating roleplay is easy if you set yourself upon a quest. More on this on the Character Creation page !
Look for a different setting : Occasionally the scene in progress may simply be too intense to break into. If you ask about getting a motel room when the cops are having a shootout with the thugs, your question is probably going to be ignored. Walking around to find a different scene may not be a bad idea in this case.

Roleplay Do's and Don'ts..

or "How to role-play and interact at Roratonga..."


Did you find this page by yourself? Great, obviously you do care about integrating into the role-play community! By all means, keep reading!

Have you been given a link to this page? In this case you better read carefully, because somebody is under the impression that your actions or behavior lack substantially and are not acceptable. You better invest the little time needed to read this and adopt this, if you want to stay at Roratonga.

Please note: We gladly support you in explaining and helping understand rules. We see this as sign of respect and interest and will honor it accordingly.

Scope of Roratonga

Roratonga is a role-play sim in first place, where several factions exist and people interact.

Roratonga is not, like many other Dolcett themed sims, a place where people meet to find one play partner to play along a predefined "Story Book"!

And despite our usage of the Gorean Meter, Roratonga is not a Gor Sim (no male supremacy etc.).

Roratonga is a themed sim in the pirates age, roughly 17th century, give or take, and a lot of effort has been made to have a realistic setting and also a backstory! (Link)

We have a set of rules (available at the landing platform) that we assume as "known". Not knowing them is no excuse. Reading the local rules before entering a new place is the least respect that can be expected from everybody.

How to communicate


  • Do NOT use IM's to contact strangers, unless you are an official or you are in role-play already and are trying to OOC (Out Of Character) make sure you remain in the comfort zone of the play partners. Abusing IM is seen as soliciting and can get you kicked or banned in the worst case. This includes explicitly also the role-play group (We know that IM are used a lot elsewhere, but this is a role-play sim)

  • Do NOT use IM to ask players nonsense like "do you want to get roasted" (especially if said person has a "not edible" role-play tag!), "do you want to be my slave" or "can I be your slave".
  • Walk to talk! There were no cellphones in the 17th century, talking, shouting or sending a letter were the only available ways to communicate. Try to represent a credible character in the setting of Roratonga. In other words, stay with public chat, walk / travel if the person is too far away to talk / shout!

  • By all means: Do emote!

Roleplay Scope


Role-play is not about finding somebody who enacts your own fantasy as a background actor, following a long predefined list that you give them.
If this is what you are seeking, get yourself an Alt avatar and find one of those sims that consist of a carelessly arranged pile of play props, and have fun there.


Roleplay partners have their own list of "likes" and role-play is about "seeing where the role-play carries us", where all parties involved are guiding and all ought to have fun!

We have role-play tags that allow you a first general idea of what people might be into, and this has to be enough.
We don't accept castaways who only want to get roasted (and nothing else) as we don't accept players who only play with play partner who have a L$10000 mesh avatar!

We recently expanded the sim, in order to broaden the role-play scope. This added a lot of alternate scenarios, if people care to use their imagination. Be open for it, you may be astonished how much fun unexpected turns of the story may be!



(Brainstrom / WIP below)


Emoting vs Menu hopping

Role-play is so much more than only clicking more or less randomly though the menu items of a play device.
The most important ingredient to a role-play is expressing your own thoughts and sensations. This is called emoting.
Less than 50% of the action in a good role-play usually is supported by




Appearance

- NOB avatar but expecting others to be top mesh is not acceptable

(Image created by female Roratonga players)

- fit the 17th century, more or less (no fantasy characters except mermaids and similar "pirate tale compatible" things, no modern outfits / we will grant newbies some slack)
- not acceptable to interact only with players who have a L$10000 mesh avatar. This is rude and asocial


(Image created by female Roratonga players)

- naked male, nob avatar, duck walk with hardon -> Kick
- Outfit not fitting the era -> educate


Slaves

- no collared/ chained slaves walking around, seeking a mistress or a master. We don't have slave handlers or masters/mistresses
- no submissive slaves, slaves here are caught and enslaved and their character hates it, would like to escape
- Self sufficient slaves are ok
- Slave trade / auction may become part of the sim, if we have people who take the trader part and who like the kick to be auctioned off (for a limited RP scene. The merchandise there will "non consensual" however.


GM Use

- Reseting the GM is not allowed, unless all involved agree
- Logout after fight with unwanted outcome is a breach of Rules!



One-dimensional RP

Roratonga doesn't aim at individual players who intend to play a one-dimensional roleplay routine without space for variation and without interaction with thirds
If you seek that, you most likely are at the wrong place and should consider to play at one of those device-focussed sims

Points System

This is an illustrative example on how a fictive role-player would perceive actions of another player, meant as a guidance, we don't do math.
Arriving at the sim, a new player has a "roleplay score" of zero points


Loosing points
-99pt: Doing anything of the following AFTER being told to read this!
-80pt: Teleport others into the sim (in modern clothing, no tag etc.)
-60pt:  Teleport to RP ground in modern clothing!
-60pt: Remove GM at RP ground
-50pt: Soliciting outside of RP, via IM, be it from the welcome platform to players on ground or even worse inside the group
-50%: Inquire in an intrusive manner about RL facts like age, sex, location.
-50%: Failing to emote in RP, hopping through a device menu is no RP
-40pt: "Fun people", making the sim their personal fun park
-40pt: to IM a non victim role about dolcett roleplay with her in a victim role
-30pt Ignoring a "no"
-20pt: Having not read the rules
-20pt Send stupid IM's from the platform, mostly about predefining roleplay.
-10pt: Having a Nob looking avatar after months and years in SL, walking like a duck (no AO): This person doesn't care about the own impression

Getting points
+50pt: Emote
Roleplay
Have a roleplay story / background / be "somebody"
Take interest in others, outside of your classic prey scheme
Aim to entertain others with your roleplay as well, not only yourself
Mingle with other factions
Put some effort in your appearance (avatar / outfit). This needn't be mesh, a classic avatar can be tweaked
Put some effort in roleplay ideas that involve also thirds or a whole group
Avoid unrealistic behavior

Score and consequences
Positive: Great
Down zero down to -50pt: Needs getting taught
Between -50 and -70 pt: Will be ignored
Less than -70pt: You are considered to be damaging to the sim
Less than -100pt: Immediate kick / Ban considered












The new island...

On clear days, an island can be seen from the remote island of Roratonga! An island that is too far away to swim over, but that can be reached by those who have a suitable boat!


The island is inhabited by a rather peaceful tribe, who permit a trading post on their soil.
There is a treaty between the inhabitants of the trading post and the tribe to coexist peacefully and respect each other.

Its name is Xochiquetzal, named after an Aztec goddess of fertility.
As this name is a tongue-breaker for travelers, the westerners gave it the name "Pakapuka", as they can't remember the Aztec name.
 
So much for the draft back story, that is to evolve, as "inhabitants" pour in.

The island


Largely covered by jungle, the island offers many nice spots to spend sensuous moments, but also some hidden forest glades, where darker business may be taking place.
Boats can be used to travel between the islands.
Evidently Castaways don't have boats however, so they can only get there as leashed prisoners, led by their captor!

As a temporary means, there will be a boat standing near the pirates place. Board (walk into) it to get teleported up.
Later we will refine the travel a bit!

Residents of the island know about the "practices" going on on their neighbor island but are smart enough to simply turn a blind eye, as long as they are not bothered!


The natives village and tribe


The exact scope of this tribe is yet to be defined... by the tribe, in coordination with the owner. 

As a starting point, the tribe is assumed to be a peaceful bunch with Aztec/Mayan roots, possibly they worship a fertility goddess and are peaceful fishermen and women.
This is the staring point only, we shall see where it takes us.

The tribe lives in a small village near the shores of the island.



"Jobs" at the village:
- Shaman
- Priestess / medicine man
- Chief - Tribe members
- other...


The trading post

Like any medieval trading post, the core piece of the place is the tavern.

Rarely ever a ship makes it to this remote location, also because its waters are known to be dangerous.


The tavern is the center of the little settlements, where all sorts of people meet, from pirates to peaceful traders.

Tavern wenches entertain the guests with food, drinks, dances and what ever money can buy.

The tavern even has a small guest quarter for tired travelers.

Next to the tavern, slave traders have a house with included brothel!


There is also a forge and a general store.


As the name implies, all factions get to this place mainly to trade or interact in other peaceful ways.
However, there may be clandestine activities going on, all over the place!

Those who disturb the peaceful trade in unjustified ways are captured and brought to justice! They may be sold as slaves or executed (banned! Please use your brain. We don't need people who think they can raid the brothel and such nonsense, pissing off others)

"Jobs" at the town
- Inn Keeper(s) (with a certain understanding for activities in the back room that nobody should see)
- Tavern Wench(es)
- Slave trader(s) / Pimps who hunt their prey on Roratonga only or externally as well and sell / auction their wares.
- Whores / Dancers
- Blacksmith(s)
- Others... be imaginative


Visitors

Cannibals, Pirates and small, harmless Animal can travel to the island!
Castaways cannot, except as prisoners on a leash.

Cannibals may for example sell slaves that are not edible, buy slaves (but be smart enough not to reveal that they are cannibals and they must respect roleplay tag limitations), or have some agreement with the brothel, or sell sulfur that is sought to make black powder etc...

Pirates will be traveling between their outpost and the trading post anyway. Some may even pretend to be honorable trading post citizens "at day" and be horrible rapists on Roratonga "at night".


Summary

While the new island offers roleplay opportunities for those who are not into cannibalism and hard core stuff, it adds many roleplay options for all who like that!





Roratonga Traps

Roratonga uses Traps to create protected areas for undisturbed CARP roleplay

Those traps would be seen as "cheating" in Gor, but Roratonga is not Gor nor does Roratonga currently support raids for the time being.
All camps except the ones of the Castaways and Animals are protected by traps.


Function of the Trap

The trap covers a certain area and identifies each intruder, checking if they are a member of the local faction.
If not, it checks if the intruder is on a local guest list.

If either is true, the trap doesn't react.
Otherwise it starts firing GM projectiles at the intruder. This stops only when the intruder is down or if the intruder has left the area of coverage of the trap.


Inviting guests

Members of the "home faction" can use the Roratonga HUD to invite guests.
To do so, the "bear trap" area of the HUD is touched. This works in both states of the HUD.
A dialog is invoked.

(screenshot)

Already invited guests are displayed under "Currently allowed guests"

Nearby players are presented for selection via buttons, but any player can be entered manually using the "OTHER" button.
Please note that only players that are present in the region will be added to the traps "guest list"!

If the adding to guest list was successful, several things happen:
- The player is notified about his guest status via IM: For example: "Pirates trap: xxxxxxx Resident invited you to be a guest at Pirates lair."
- The host gets a confirmation that the player has been invited. For example: For example: "Pirates trap: 'xxxxxxx' is now for 3 hours allowed as a guest to your lair."


Excluding guests

If a player was on the guest list already, the same procedure as for inviting him is used to exclude him from the guest list.

If this was successful, several things happen
- The player is removed from the guest list and notified:
- The host gets a confirmation about the successful removal: "Pirates trap: You removed 'xxxxxxx' from the guest list of your lair. They will be attacked as soon they enter again."




Roratonga HUD and Hovertext


Get the devices currently from the "INFO" giver, right of the Teleporters!

The Hovertext

The Hovertext has the following functions:
- Display your role (read from the experience)
- Display your personal roleplay preferences and limits


The Teleporters check for a hovertext and attach a temporary one, if none is detected. This gets detached and lost however upon logout!

Generally on using SL Dialogs:

Never close a dialog using "x" or "ignore" unless it becomes unresponsive. Always use the "Done" button.


Preferences Setup

There are two ways to setup your preferences:
1. First attaching of a hovertext initiates the setup
2. Using the Roratonga HUD, Preferences configuration

Please note: You must not teleport or engage in a combat during preferences setup.

















Role Description:
You may add a sub role like "hunter" etc. (You are not allowed to give yourself leader roles like "King" or such, without approval by owner!)

Raise Text:
A way to alter the position of the text (0 to 9)

Personal preferences:

It is your good right to not display preferences. You can hide them all or "not specify" individually.
However, if you do so, you are NOT entitled to complain if people read it as "no limits" and don't respect what they cannot see. It is your obligation to make eventual limits known to potential roleplay partners early in the roleplay.

Hide Prefs:
Disable the Preferences display for all preferences

Sexual Preferences:
What kind of sexual encounters are you open for.
⚤ = heterosexual
⚥ = bisexual
♀ = lesbian
♂ = gay
⚲ = asexual


Dolcett Preferences:
Are you "ok" with temporary roleplay death (food for Cannibals or other executions)
🍴= edible / OK with temporary death
♥ = not edible / keep it survivable

The Roratonga HUD

The new Roratonga HUD has two appearances:






 HUD Closed and minimized












 HUD opened


The two states are toggled by touching the wood of the treasure chest.

Position the HUD on your screen moving the open Box!


These are the active areas of the HUD:















Please note that "Trap" functionality is directly accessible also in the "minimized" state!

Tools:
Get User Role: You may query the database for an users role (eg. Castaway, Pirate, etc) in case the Hovertext doesn't work

Resize:
You may resize the HUD according to your preferences. Please note that the resizing script acts on the current state. By closing the HUD while keeping the script open, you may also resize the "small chest"

Wallet:
For future use (trading, collecting etc.)

Preferences:
Initiate user preferences setup, as explained in the Hovertext chapter

Traps:
You may control the traps that are protecting your own home only! Be close to the home and click on the bear trap to invoke the dialog.
The function of the traps and interaction with the HUD are explained here.

Using the Roratonga Teleporters

At Roratonga, we use unique teleporters that do way more than just teleporting you somewhere.

Among other things, the teleporters are setting your role.
Your role will be displayed by the Roratonga hovertext.
Just touch the role that you'd like to assume and get teleported to the home camp of said rule




For it to be a one-touch experience, we are using advanced SL functionality.

The Teleporter tests if you meed the criteria to be teleported down:
If the Gorean Meter is missing, it will refuse the teleport and ask you to attach the Gorean Meter first.
If you don't have the Roratonga Experience, it will offer it to you. If you refuse it, it will not transport you, sorry.

Once everything is fine, it teleports you, setting your role to whatever you chose.
You can change it at any time by simply using a different teleport.

However, please always consider the requirements for a realistic roleplay experience:
  • Don't jump roles within short periods
  • Wear an outfit / weapons that fit the chosen role
  • Respect other players and their comfort zones. We are all here to have fun!

The Roratonga Experience

At Roratonga we use a function set called Experience, to provide a seamless roleplay without too many intrusions like annoying popup-menus or obsolete permission checks.
We are using those tools with care and respect, in order to support, not to force anything upon you.

Typical uses of the Experience:
  • The teleporter works with one single touch and is able to transport you over several sims
  • In-sim walk-though teleports
  • Temporary attaches a Roratonga Hovertext if the user doesn't have his own personal one as part of his Roratonga Outfit
  • Stores your roleplay preferences for display by the hovertext
There is unfortunately no way around this. You MUST permit the experience to play at Roratonga. The whole experience is built around the functionality.

In case you rejected the Experience without wanting, you can delete it from the blocked experiences and try again:

Firestorm:
Avatar -> Experiences -> Check under "blocked" and remove "Roratonga", then try again

Second Life Viewer
Me -> Experiences -> Check under "blocked" and remove "Roratonga", then try again