Difference between revisions of "A Crash Course In Roleplaying"

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Roleplaying in Paradise Station is a very important factor, more so than the other Space Station 13 versions out there (remember, different servers have different play styles! This is ours). This guide will go some way in helping you learn about roleplaying. The main rule for roleplaying is to not [[metagaming|metagame]].
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== General Tips ==
=Crash Course in Roleplaying=
First thing's first, you are your character. You know absolutely NOTHING that they do not know. If you are an [[Assistant]], you aren't going to know all the things the [[Medical Doctor]] does, how to start an engine, or what have you. If you, personally, don't know something (like a complicated medical procedure), but your character should, it is safe to assume that you will be able to perform it.


On the flipside, if a situation calls for you character to do something they aren't familiar with (e.g. performing first aid, or working a piece of equipment out of their knowledge), but you do, your character should NOT suddenly gain the appropriate knowledge. Try to roleplay doing something badly (e.g. applying bruise packs to the wrong body part, or not understanding a medical scanner readout). Remember, even if it only takes a couple of clicks from your side, it will be much more complicated for your character.
First and most importantly Paradise Station is considered a Medium Roleplay server.  You should remain in character as much as possible and only use the OOC or LOOC channels if you need to speak to someone else in a manner that doesn't fit your character or the game. That being said there are very few limitations on how you should act in-character so long as you are not breaking any of the [[Advanced Rules|Server Rules]].


You should also try to act according to your position, e.g. be subservient to your superiors. You have no right to ignore the [[Captain]], unless, of course, you are the [[traitor]] (or he is and the entire station knows). This is especially true of your direct superiors; you need to try and listen to your section head: the [[Research Director]] for the science team, the [[Head of Security]] for the security officers, the [[Chief Engineer]] for the engineering crew, the [[Chief Medical Officer]] for medical, and the [[Head of Personnel]] for support roles.
== What is Roleplaying? ==
The simplest way to describe roleplaying is that you are an actor taking part in telling a story.  Unlike in most games, where a character's personality and backstory are pre-written, in Space Station 13 ''you'' get to choose the look, personality, and history of your character!  Want to play the hardboiled [[Detective]] or a slap-happy [[Clown]]?  The choice is yours!


Try using emotions in Roleplay, it helps to bring out your character. Being a completely emotionless, unafraid, Rambo-like character, is a bad thing to do. If, say, you're a Medical Doctor (or Scientist) you can try being shy, or wimpy, have a stutter, etc.  
== Roleplaying Terms ==
Below are listed a few simple definitions for common terms you might encounter when discussing roleplaying.
===IC===
This means ''in character'', or how you should act when playing the role of your character. When you are speaking in character to other people you should not refer to things outside of the game.


This goes for the same in serious situations. Do '''NOT''' run into an area where a hostage(s) is being kept captive, and try to take out the hostage takers. That is a very good way to get banned.
===OOC===
This means ''out of character'', or how you, as a player, might interact with other players outside of the game.  If you are talking about the game itself, including game mechanics and events that happened in a round outside of your character's knowledge you are talking out of character. This term is also used to describe the OOC channel in-game, used by typing, "OOC <message>" into the text entry field.


== Getting In Character ==  
===LOOC===
Getting 'In Character' can be hard, but the below should give you an outline as to how to do it.
This means ''local out of character'' and is used almost exclusively to refer to the in-game channel of the same name.  The LOOC channel only broadcasts to people on your screen, although it will show for people who are nearby but not visible due to obstructions so be very cautious when using it to discuss antagonist stuff.  Everything said in the LOOC channel shows up for all Admins and Moderators regardless of how close they are to the person using it, so be aware that the "No IC in OOC" rule still applies.  If you need to ask for help but are worried about giving away IC information use ''MentorHelp'' instead by pressing F1 on your keyboard or clicking ''AdminHelp'' under the Admin tab in the upper right-hand area of the game window, then select ''MentorHelp'' in the box that pops up.


The first challenge of understanding your character is to get an idea of what they're like. Experienced roleplayers will notice that the personality of your character changes and evolves over time, but it's still useful to start out with a general idea. A few questions that you should be able to answer include:
== Roleplaying Levels ==
There are three main levels of roleplay that any given SS13 server will commit to and those are: Low, Medium, and High.  The Administrators of a server can decide to change the rules to require more or less RP from their players.  As stated above Paradise Station is a Medium Roleplay server.


* To strangers, is my character shy/extroverted/friendly/arrogant?
===Low-RP===
* How much does my character value his job / How obedient is she towards her higher-ups?
LRP servers do not generally require any sort of roleplaying from the players, or if they do it's at a bare minimum.  Even if players are required to speak and act in-character there are little to no restrictions on what they are allowed to know in-game, although metagaming is usually still against the rules.
* How would my character react to stress / a combat situation / blood and gore?
* How much pain can my character take? / Is my character afraid of death?
* What skills does my character have outside her department?


Ask yourself these questions one by one and answer them. If you can't answer them right away, look at the way your character behaved so far, and use that as answer.
===Medium-RP===
MRP servers tend to enforce the idea that your character acts like themselves and not as if they have a player controlling their actions.  There are usually very loose restrictions on what your character might know in-game.  Your character might be familiar with multiple different jobs and be capable of performing them with ease. Some MRP servers enforce the rule that your character can only know one or two jobs but are otherwise lenient about how you can act in-game.


Now, there's a bit of a special case here. Is your character a person who can stay calm in any situation, regularly ignores orders, doesn't have a problem with bashing in someone's skull with a toolbox if needed, never even feels slightly sick at the sight of gore, can take crazy amounts of pain without going crazy, and is only mildly afraid of death? If most of these points apply to your character, chances are, you haven't been playing your character. You've been playing with your own personal goals in mind, while neglecting the feelings of the virtual entity on the screen.
===High-RP===
HRP servers take roleplaying quite seriously. Your character is expected to act consistently concerning past behaviour, to do their job with skill, and to not interfere with the jobs of other crew members without a good reason.  As an example, if you choose to play a [[Botanist]] it is expected that you do not know how to set up the engine like an [[Station Engineer|Engineer]].


Sure, you may be playing a character who can take a lot of pain, who isn't afraid of death and who doesn't raise an eyebrow at the sight of someone's exposed intestines. But quite frankly, these types aren't just rare, a lot of the time they're also pretty boring to play. If you have a character like this, I have a few suggestions for you to try out. And don't worry, if they don't fit your favorite character, you can always make a new one with different character traits.
== Metagaming ==


* Try being shy. Use emotes like "blushes", or "can't hold eye-contact and looks to the ground"
When you join the game it's important to remember that you should try to see the game world through the eyes of your character. Even if you know something as a player that information may not be available to your character!  Using any knowledge that your character shouldn't have to affect things in-game is called metagaming and it is against the rules.
* Try reacting to pain. When airflow smashes you against a wall, scream and shout your pain out for a minute. When someone takes blood from you, clench your teeth.
* Similarly, react to hunger. Why not ask your colleagues out for a meal?
* You're in space with a strict hierarchy. If you want to carry out a research project, maintain engine, etc., ask your higher-ups first. People who act on their own and mess up also will take all the blame, and you really don't want to be fired.
* As a Head, keep your crew in check. Invent working shifts (with unrealistically generous breaks), give out orders, ask people who missed a deadline to come to your office. Punish disobedience with measures such as docking their pay or suspending them from work.
* Talk with your colleagues about things. This is difficult in-game because you can't talk and do stuff at the same time like in real-life, but really, take the time. Talk about topics like your opinion of people on the ship, the quality of food, that hole in the window near arrivals. Also feel free to make facts up that happened outside of the scope of the ship.
* If you need help with something that your character is inexperienced with, ask an in-game friend, the responsible department, or a head.
* When someone is killed in front of you, scream, run away, cry, or otherwise show that this causes extreme emotions with you. Don't just continue on as usual as if nothing happened.


These are just a few small suggestions, and some of them don't fit all characters, but some of these things are simply not done enough. If you haven't played our your character to this extent yet, really, try it out. Talking with someone else's character about fictional topics for half an hour and enjoying a virtual beer, before puking because the roboticist decided to bring his latest extracted brain with him to the bar, can be way more rewarding than winning a traitor round.
Sharing in-game information through OOC channels, even something that you think is innocuous, is a form of metagaming as well as a breach of the "No IC in OOC" rule.  This includes using methods of communication that exist outside of the game such as Skype. If you are ever in doubt about whether some information you'd like to share is considered in-character knowledge it's best to play it safe and wait until the round has ended before talking about it with anyone else.


== Antagonists and The Syndicate ==
Occasionally someone will slip-up using game mechanics and incriminate themselves in such a way that you, as a player, recognize they're an antagonist while your character should remain unaware.  One of the most common examples is when a changeling player is attempting to use the hivemind chat and mistakenly talks about absorbing someone over the common radio channel.  The polite thing to do is ignore it and act as if your character never heard it.


As an antagonist, you should also try to roleplay. Killing your targets or converting people without saying anything is a bad way to go about it. Try to make it interesting for the other party. The general rule here is to not annoy the other person. If they believe they had an 'enjoyable' experience, you are much less likely to get reprimanded.
If someone shares information with you about their antagonist status in an OOC manner you should do your best to not let that affect how your character acts in-game. If you believe someone has given you IC information in an OOC manner it's best to ignore the information and report the person via AdminHelp.


Admittedly, not everything can be fully played out, but if you're going to make a hasty kill/convert, you should adminhelp (before or after the fact) to make sure you're not going to get shouted at.
== General Tips ==


== Not Being Suspicious ==
When making your character try to decide on some distinguishing trait that helps them stand out a bit from the crowd.  They might speak with an accent, have a distinctive laugh, or always ask for a certain drink at the bar.  It doesn't have to be anything overly complicated but it can help to distinguish your character and make them interesting.
Not reading this may result in you throwing a tantrum in a brig cell, because you were accused of doing something you "are not responsible for" or is "not that bad".


Remember that whenever a [[Security Officer]] stands besides you and asks "What are you doing?", or tries to perform a random search, not complying is suspicious, and it's his job to arrest suspicious individuals, so don't behave like one.  
If you are new to the game don't be afraid to ask for help in-character.  Doing so can be a great way to both learn something ''and'' make a friend along the way!  It's perfectly fine to make mistakes while performing your job, and doubly so while you're still learning.  Your character is not expected to be perfectly skilled at anything - in fact, a character that performs their job perfectly 100% of the time can seem unrealistic.  People make mistakes and your character is no exception to that.


Do your job, and go only where you are supposed to go, unless given an order from one of your heads. Beware what you carry with you, because a barman is not supposed to carry a [[taser]], and that will look suspicious.
Unless you are one of the round's antagonists you should always try to act according to your position, e.g. by obeying your superiors. You have no right to ignore the [[Captain]] or any other person who is considered to be your superior.  This is especially true of your department head: the [[Research Director]] for the [[Science Portal|science team]], the [[Head of Security]] for the [[Security Portal|security officers]], the [[Chief Engineer]] for the [[Engineering Portal|engineering crew]], the [[Chief Medical Officer]] for [[Medical Portal|medical]], the [[Quartermaster]] for [[Supply Portal|mining and cargo staff]] and the [[Head of Personnel]] for [[Service Portal|service roles]] and [[Assistant|assistants]].


'''ALWAYS COMMUNICATE!''' This might seem obvious, but you should know that, in a heavy roleplay game, you talk with people around you a lot. And tell them what you are doing, or want to do, since that's how people behave in the real life.  
While it might be good roleplay to disobey a superior if the situation calls for it you should be aware that ignoring orders is a quick way to either get outed as an antagonist or to be fired from your job!  There are many in-character solutions when dealing with conflicts between your character and another character. Don't be afraid to speak to an [[Internal Affairs|Internal Affairs Agent]] or the [[NanoTrasen Representative|NT Representative]] if you feel your character has been wronged in some way that is not a breach of [[Space Law]].


Do not be an idiot and start making art in the ground with the wires while taking off floor tiles and expect security to cheer your artwork, when you are apparently vandalizing the station.
When roleplaying with others try using emotions make your character stand out.  Being completely emotionless or unafraid is another way to make your character seem unrealistic.  If your character is experiencing pain don't be afraid to make them scream, cry, or whimper.  If they are afraid they can try to run or in moments of sheer panic even curl up in the fetal position.  A happy character will smile, laugh, wag their tail, or hug others. Consider what sort of things you, as a player, might do when you feel certain emotions and try to work them into your roleplay!


If you aren't doing anything wrong, stop where you are, don't run away. Criminals run away, and you're not a criminal, right? Explain what you were doing. Don't assume people won't understand, don't start calling names, and generally speaking, don't be an idiot.
Try to avoid certain terms that don't fit within the setting of the game.  When talking about a round out of character the term "round" is perfectly fine.  In-game, however, your character might refer to it as their shift, and might refer to previous rounds as being past shifts.  There is no concrete rule about how much time passes between shifts so feel free to make a reasonable estimate if you need to refer to past shifts in character.  One exception to this tip is that damage to a character is regularly referred to by the number of damage points and the damage types that have accrued.  If you are playing a role which has to deal with healing other characters it is perfectly acceptable to state the amount and type of a person's damage rather than giving a more realistic explanation of their injuries.


== Command Tips ==
== Getting In Character ==  
You're at the top. The highest of the of those around you. The elite of elites. You were elected to this position because you are superior in your career to everyone else, and also because you have the leadership ability that only a few people have.  
Getting 'In Character' can be hard, but the list below should give you an outline for how to do it.


What the station needs is what you need, and what you command is what happens. The simple tasks that require someone to actually work are not to be handled by you, but instead by your underlings. However, it's not because those are menial tasks not fit for a leader, but because if you lose time with those simple tasks, other parts of the station may end up being ignored and disasters will happen. As a Head, you oversee your part of the station, you don't step in unless absolutely necessary. If something goes wrong, you don't blame the engineers, you blame the Chief Engineer for not supervising them. You take responsibility for everything your team does. Be it great advancements or terrible mistakes.
The first challenge of understanding your character is to get an idea of what their personality is like. Experienced roleplayers will notice that the personality of your character changes and evolves but it's still useful to start with a general idea. A few questions that you should be able to answer include:


* [[Captain]]
* To strangers, is my character shy/extroverted/friendly/arrogant?
With great power, comes great responsibility. Being Captain means you only oversee one part of the station. All of it. It's quite a daunting job, and only you can handle it. Be confident or the crew may doubt you and mutiny may occur. The way you solve situations depends entirely on how you role play, either as an inflexible and rigid captain, or as a caring, charismatic leader. It WILL have repercussions, no matter how you solve it. But that's why you're the captain, because you are the only one with the courage to step forward and manage a whole ship. Always remember the guts it takes to hold that job, when you take on the responsibilities of the Captain.
* How much does my character value his job / How obedient is she towards her higher-ups?
 
* How would my character react to stress / a combat situation / blood and gore?
* [[Head of Personnel]]
* How much pain can my character take? / Is my character afraid of death?
You're a bit of a pencil pusher. You're not security, engineering, science, or any department really. You manage jobs and make sure each department is staffed fully. Apart from that you assume the job of captain if he died, and you handle jobs and positions for everyone else. Total freedom means you can role play whatever you want, but don't expect people to remember you often, since you don't tend to interact much with them outside of your office.
* What skills does my character have outside her department?
 
* [[Head of Security]]
The top in the security chain, you coordinate your team in any crisis. Remember that if there are two situations happening at the same time, you must decide how many officers head to each, and you're the one who makes the plans in a hostage situation. You give tactics and battle experience, and you decide everything that has to do with security in the station. You can role play a battle hardened veteran or a paper pusher with little field experience but that is a brilliant technician and knows a lot of space law, for example.
 
* [[Chief Engineer]]
The engine, atmospherics, EVA, the AI, Telecomms, and a lot of repairs to make can be a huge responsibility, but you can take it. You are the CHIEF because you can hold the dam while your team fixes it. You are the master beaver, the one that finds the holes in the dam and knows how to fix them. But you don't do it yourself. If you were fixing a hole, you wouldn't notice the other four that just opened. Instead you have a whole team of "beavers", your engineers, that will fix all holes you point to, change the light bulbs in any room you tell them too. You have a simple job. Prevent station damage. And that's both serious and hard. That's why you are the CHIEF. Everyone can close a hole. But only you can find them all.
 
* [[Research Director]]
You supervise the team that gives a purpose to the station. The science team is a weird bunch, all quite different and with the tendency to not communicate much, since they have more important stuff to do. Which is fine with you since that's what you want most of the time, a productive and working science team. You could role play as the typical paper pusher, since you don't need to get in the labs;. You just need to tell them what you believe is more important right now. You can role play as a rigid director with a limited budget and time schedule, or you can be an eager scientist and a dreamer, hoping to see science changing the world around you, as your team discovers more and more ways to amaze the whole crew.
 
* [[Chief Medical Officer]]
The medbay is your domain. You're the one who knows all the anwers when people walk through that door. You know people and how they work. You keep people sane and keep them healthy. Considering the crew you have to work with, this can be an almost impossible task. In times of medical crisis, it's your job to command, control and quarantine. You're an expert in your field, and you need to show it. For some reason or another, you're not seen as important by the other Heads. Next time there's a virus outbreak and everyone is in medbay yelling for someone to help them, you might be able to make them think otherwise.
 
== Security Tips ==
Security personnel should not take this job as a joke. At all. Unlike many other jobs, you'll be handling something much more dangerous than bombs, or singularities. Criminals. Human minds hellbent on making the whole station go kaput. And why are they more dangerous then bombs and singularities mixed together? Because it tends to be them who mix them. You're a trained para-military professional. Act like it. Don't abuse your power, and keep the station safe.
 
* [[Security Officer]]
You're well trained, well armed and ready for everything. Most of the time. You may actually be quite the opposite. The only thing you have to remember is that your job may be a bit dangerous, and the most important thing to role play is how you cope with it. Do you show patience with the crew, or do you brig everyone that steals a nickel from you? Do you ask and investigate the crimes or do you threaten and coerce a confession? Are you the good or the bad cop? Regardless, keep the station safe, don't abuse your power, and keep on going.
 
* [[Warden]]
You're less about running, and more about securing security. You're in charge of the brig. If someone tried to break in (or more likely, break out), it's your job to deal with it. Any criminals brought in are under your watch. You're there to make sure some over-zealous officer doesn't assign a ridiculous time for the crime. Keeping calm and collected is an important part of the job. Prisoners may hurl insults at you and try to break out. Just deal with it as it comes, and remember that criminals are there to be treated fairly, but firmly.
 
* [[Detective]]
You are the prime investigator. You're part of security, but not the running around catching pickpocket type of security. You're there for bigger fish. The high risk theft, the silent dead bodies, the locked room mysteries. Life and crime is one big puzzle, and you're there to put the pieces together. That's the big difference between you and the average security guard. You go into a crime scene and you get the proof. You go to the trial and you make sure the guilty party is locked up.
 
== Engineering Tips ==
Engineering is the brawn and muscle aboard the ship. You do the hard labour, and without you, the station would fall apart. You give air, power, and stability to everyone else. They need you, and they know it, even if they don't like to admit it.
 
* [[Station Engineer]]s
You care about the station. The station is your home. And a man's home is his castle. Engineers and the like are know to use their brawn for unarmed combat, and they aren't defenseless. Being frequently exposed to life threatening situations tends to make you bold and as such you don't tend to fear death as much as Chemists for instance. Be wary of attacking engineers. They're pretty tough and fairly close. Taking one out may give you more trouble than it's worth. In the end, it's all about keep the station alive, and you can do that spectacularly.
 
* [[Atmospheric Technician]]s
They're an odd group. They control the air, which is needed more often than not. They tend to be a bit quirky, or even geeky. Knowing how to decipher the mess of pipes that is Atmospherics can do that to you. You're not an engineer, but you know enough to keep your precious atmosphere inside the station. You're also the main one to call to fight fires that steal away your precious air. You keep everyone breathing. And in the end, that's all the really matters.
 
== Medical Tips ==
With the exception of some Med/Sci jobs, the pure medical department is rather small. Regardless, your job is to keep the crew alive and healthy. That dealing with anything or anyone that comes into medbay and treating whatever ailment they have. This is a tough job that attracts a wide variety of people, with a single goal, keeping people alive.
 
* [[Medical Doctor]]
You can role play a doctor tired with all mountains of whiners that complaining, no matter how bad they are, but you still stick with them to help. Or you could role play a helpful fella with a smile in his face, ready to be kind and courteous to anyone and everyone. You're a bit of a general medic, dealing with anyone that comes into medbay and making sure they leave fully healthy. You basically know how to use and abuse everything and anything in medbay. Chemical mixing, cloning, and complicated surgery is probably a bit beyond you though.
 
* [[Surgeon]]
All [[Medical Doctor]]s have access to the operating theatre, and you're no exception. However, delicate surgeries, such as limb reattachment, or eye surgery, are best left to your precise hands. The most patient contact you have will usually be while they're asleep, so you may be a bit abrasive at times. You're highly skilled individual however, so don't be afraid to flaunt it. You're skills are mostly centred on the equipment in the operating theatre, but you should know a bit about general medicine too. Just don't go playing around with the cryo cells or other such things.
 
* [[Paramedic]]
A stressful job. You're constantly dealing with patient hovering on the brink of death, and it's your job to tip the balance. With the help of the [[Roboticist]] you can operate the Oddyseus and be able to transport critical patient back to medbay. You're not there to deal with the Janitor who comes in complaining about a burn from touching a lightbulb, but more often than not you'll be pulling double duty. This job attracts those who can deal with the stress, but it's tough. You're probably a bit abrasive and commanding, you need to take control in emergencies after all! At the end of the day though, you're the reason those people are still alive, and others will have to accept that, no matter how grudgingly.
 
== Science Tips ==
The NSS Exodus is a research station. Therefore, the main reason the crew is out there is because of you, the science team. It's your job to develop new contraptions, or chemicals, or any other type of improvement that will help the general well being of the crew.
 
You are seen as a bit of an elitist group, with the exception of some of the Med/Sci crossover departments, such as Geneticists or Roboticists. Geneticists and Medical Doctors may not have much of a problem with blood and corpses, since they see that all the time, but the Scientist and Chemist wouldn't tend to handle them well.


Also, you are a '''Science Team.''' Not a Wrestling Team, or a Shooting Squad. That means you are most likely to run and call security then handle it yourself. You are valuable, and you use your brain, not your brawn. Let security handle the dangerous criminals, while you handle the dangerous chemicals, bombs, and diseases
Ask yourself these questions one by one and answer them. If you can't answer them right away consider the way your character has behaved so far, and use that as your answer.


* [[Chemist]]
Is your character a person who can stay calm in any situation, regularly ignores orders, doesn't have a problem with bashing in someone's skull with a toolbox if needed, never even feels slightly sick at the sight of gore, can take ridiculous amounts of pain without flinching, and is only mildly afraid of death?  If some or all of these points apply to your character chances are you haven't been roleplaying.  Focusing on your own goals while neglecting to have your character act realistically is called power-gaming and, while not necessarily against the rules, it is very much frowned upon.
You tend to have your chemical dispenser and consider it your "little world", caring little for what people do around the station as long as they don't touch that. However, remember that many people, especially doctors, expect you to make some medicines for them. You probably have a very good knowledge of medicines and how they work with the body. You are probably less good at the practical side of medicine however, and are probably unable to use complicated medical machinery (health analyzers, medical huds, body scanners, cryo, etc.)


* [[Geneticist]]
If you have a character like this and want to try to improve your roleplaying here are a few suggestions for you to try out. Don't worry if they don't fit your favorite character, you can always make a new one with different character traits.
You're a curious guy. You can basically role play it how you like. Just remember that not backing up people is considered incompetence, and that you probably are quite curious, which explains your interest in fiddling with genetic code. Also, if you want human test subjects, (i.e. things that are not transformed monkeys), you should be nice with other people, to convince them. However, since you play with corpses all the time for cloning, it's fine if you're a bit odd. You probably don't freak out as much as the rest of the crew about clones, and probably see death as a less of a serious thing. As for your medical knowledge, it is usually expected that you have a limited understanding of it, and can at the very least operate the cryo cells. Don't go around trying to be a Medical Doctor though.


* [[Virologist]]
* Try being shy. Use emotes like "blushes", or "looks down at the ground."
You're another job stuck in the middle of Med/Sci. You cure and research disease, so it's unlikely you'll be a social butterfly. However, you're probably good at what you do, and unafraid to show it. When people come in dying of Radian's Syndrome, you're the guy who knows just how to cure it. That might inspire a bit of a 'God Complex' in you. You probably don't have a lot of patient contact, so the practical side of medicine may elude you. You may be called in to help in emergencies however, so you're expected to at least know the basics.
* Try reacting to pain.  If someone punches you once or twice in the face try an emote like "winces and puts a hand to their nose to stem the flow of blood."  If someone uses a syringe to inject you or draw blood, grit your teeth.  As a caveat to this don't feel like you need to roleplay during a fight, especially if you're fighting for your life!  Even in real life adrenaline can keep a person from feeling pain until the danger has passed.
* Similarly, react to hunger. Why not ask your colleagues out for a meal?  Request your favorite food from the chef!
* You're in space with a strict hierarchy.  If you want to carry out a research project, conduct engine maintenance, etc., ask your higher-ups first.  People who act on their own and mess up will usually take all the blame.
* As a department head keep your department running smoothly and your crew in check.  Allow your staff to take breaks where appropriate, give out orders, ask people who missed a deadline to come to your office.  Punish disobedience with measures such as docking their pay, suspending them from work, or even removing them from their position entirely.
* Talk with your colleagues about things.  This is difficult in-game because you can't talk and do stuff at the same time like in real-life but it really can result in some interesting RP. Talk about topics like your opinion of people on the ship, the quality of food, that hole in the window near arrivals. Also, feel free to make facts up things that happened away from the station between shifts!
* If you need help with something that your character is inexperienced with, ask an in-game friend, the responsible department, or a department head.
* When someone is killed in front of you try to scream, run away, cry, or otherwise show that this causes extreme emotions with you.  Don't just continue as usual as if nothing happened.


* [[Roboticist]]
These are just a few small suggestions and not all of them will fit your character. If you haven't played out your character to this extent yet give it a shot!  Talking with someone else's character about fictional topics for half an hour and enjoying a virtual beer then puking at the sight of the roboticist casually carrying a brain around can be a fun and rewarding way to spend your time!
You're the invisible helping hand of the station. Whenever a bot helps someone, it's because you made it, therefore, you are responsible for another life being saved. (Well, it's hard to imagine a clean bot having that much importance, but you get the point...) However, don't expect people to recognize you for that, since they saw the bot and not you. You main skill is your ability to make cyborgs and exosuits. These can change the station into a more durable and serious state, since cyborgs are all metal and no emotions, and exosuits increase productivity dramatically. You are not expected to be very emotional or social, much like the robots you make. Corpses don't bother you as much either, since you do some lobotomies from time to time. Performing live lobotomies is iffy. Try to get a Medical Doctor to do it for you. If you wish to undertake it yourself, always, always, use sleeping gas.


* [[Scientist]]s
== Antagonists and Roleplay ==
You have many jobs, such as crafting plasma-based weaponry (especially bombs), dealing with lethal aliens, and creating highly experimental weaponry. You have a dangerous job that can potentially put all the crew in danger. Keep that in mind. It may make you a bit wacky, or more serious, but no matter what, you like what you do (probably, or you're one depressed scientist...). You know the power and responsibility in your hands and you're sane enough to keep yourself in check. Usually.


== Civilian Tips ==
Antagonist roles present a unique challenge for roleplaying. You are given a set of objectives that put you at odds with one or more crewmembers.  Whether you need to kill someone, disfigure them, or steal something from them you should try to keep your eye out for roleplay opportunities.  Bear in mind that you should be very discerning about roleplay attempts that might expose you as an antagonist.  Even something as simple as offering to trade the Warden for the ablative armour can clue them into your antagonist status.  Your objectives are your top priority but well-done Roleplay can improve the experience not just for yourself but for your target as well. In some cases, you might even achieve your goal by using Roleplay!
Civilians have an easy life. Generally, if you role play this, you get to make any type of character, with no restriction whatsoever, but a common characteristic is that you want a simple life. You don't have the brain for a science position, the brawn for security or the know-how for engineering, but you always wanted to go to space. So you ended up as a one of those rather simple roles.


That doesn't mean you are not valuable. It just means you have an easier job, and people don't expect as much of you, so less stress for you. However, that also means that violence, death, and any other strange stuff like aliens and what not tend to make you freak out. Unless you are roleplaying a really bold individual (which is usually bad), or someone with no emotions...
Not all antagonists are secret, and some such roles do not lend themselves well to roleplaying. A person with a blob ready to burst from inside them isn't going to have the time to stop and chat. Cortical Borers are an excellent opportunity for roleplay if they choose to take the peaceful symbiote route, while terror spiders are more interested in growing their numbers and less interested in talking about their feelings.


* [[Assistant]]
A poorly-roleplayed antagonist or someone who is power-gaming at the expense of others can lead to conflicts between you and other players and may even get you in trouble! A well-played secret antagonist will usually employ subtlety and stealth to achieve their goals while avoiding suspicion.
This is a completely free role. Roleplay however you want! Just remember, you must have done '''something''' to get on a space station.  


* [[Bartender]] and [[Chef]]
=== Backstory ===
Essentially the same in terms of function, since they are supposed to provide food/drink to the crew that wishes so. The only difference however is the fact that booze makes you "happy" while food just fills your stomach, making food a more healthy option. Play that card well and you can use it for good effects on role play.
Normally when you are an antagonist most people do not say why they are in the position they are currently in. To deepen your character it would be a good idea to ask your self "Why am I here?" It could be as simple as you were offered a sum of money, or maybe they have a hostage and you are being threatened. Be sure to roleplay this though. If you are unwilling to complete your task act quiet and hesitant during the round.


* [[Chaplain]]
=== Acting Suspicious ===
Remember this is a role play job only. It's all you do, role play. So it becomes extremely important to know how to correctly role play this. The Counselor is the one in charge of the talking, as in, the discussion of the personal problems of people. Death tends to maim people psychologically, and you'll be needed to help them cope with it. It does not mean it doesn't affect you, but you must be strong and help the traumatized. Less stressing tasks may include someone choosing a new career if they are not happy with the one they have now. While as a Chaplain you may introduce a religious side to your consults, your main purpose is the above.
Acting suspicious in-game is a good way to catch the attention of the security team and be targeted for a random search.  According to [[Standard Operating Procedure (Security)|Security SOP]] a Security Officer or Detective can conduct a random search of your character during Code Blue or Code Red situations. Failure to comply is extremely suspicious and is likely to get you arrested so that they can search without resistance. If you have contraband you might try to hide it somewhere until you need it to avoid it being discovered during a random search.


* [[Janitor]]
Other suspicious activities include:
Quite a messy job. Since you only tend to have work when someone messes up. Usually the cause of the mess is long gone when you arriveso this is quite a laid back job, and you can get quite a lazy life with almost no one complaining. You can role play just about everyone, from a clean-freak that must every spot in the station clean to a lazy fat dude, that walks slowly and cleans even more slowly, since cleaning for him is a distraction of his lunch.
* Not wearing ID, especially when paired with a mask so that you show up as Unknown to other players.
* Refusing to do your job or constantly leaving your workplace.
* Trespassing in other departments, especially in areas with sensitive equipment or dangerous objects.
* Constructing walls, grilles, or hidden doors where there usually are none. This is particularly true in maintenance tunnels.
* Carrying a weapon when your job does not allow it. Even something as simple as holding a hatchet when you are not the Botanist is likely to raise an eyebrow.
* Referring to things only an antagonist would know such as the location of a bomb, or talking about absorbing or thralling someone.
* Dragging around humanized monkeys, farwas, etc. outside of the Genetics lab or Science in general.
* Stalking your target, especially if you aren't familiar with them in-character.  Try using a handheld crew monitor or the Remote View genetic power instead!


* [[Quartermaster]]
If you communicate with others about what you are doing it can be easy to avoid suspicion even as an antagonist.  The right excuse can go a long way towards getting you out of a sticky situation.  A traitor Cargo Tech walking through maintenance tunnels dragging a crate behind them is a lot less suspicious than a man in a chicken suit with no visible ID hiding in an oxygen closet.  Engineers always have a reason to be in maintenance while Botanists do not.  The presence of a Librarian at a crime scene is readily accepted if they're taking pictures and interviewing people who walk by.  Whatever your role consider an appropriate excuse to explain your actions. If you're lucky or convincing a failed assassination attempt might look like a prank gone awry.
You are the one that supplies. You get stuff. You give people what they need. They also know you can't give everything to everyone, and as such, you can get a lot of people being nice to you just to get on your good side. Enjoy it as much as you want, and even turn to corruption if you wish, but remember there will be repercussions if the medical supplies ordered by the captain don't arrive...


* [[Cargo Technician]]s
=== A Target on Your Back ===
Really nothing more than a bunch of crate pushers and mail men. You do what the Quartermaster says, but apart from that, you're about as free as an Assistant.
Sometimes you'll find out during a shift that you are the target for an antagonist!  Usually, this happens then they suddenly make their move and attack you, but other times you might find yourself being abducted to a secret place in maintenance for more nefarious deeds.  While rare there are still opportunities for roleplay even when your life might be on the line.  A changeling who needs access to your department for a short time might agree to leave you welded in a closet in exchange for your gear.  A bloodthirsty dantalion vampire might be open to thralling you instead of feeding on you which keeps you in the round and gives you the chance to play a pseudo-antagonist as well!  Some antagonists aren't even interested in killing anyone - cultists in particular just want to grow their numbers to achieve their goals. Keep in mind that if you are converted into a thrall or cultist your roleplaying should not give away your newly-acquired status.  If you wandered off into maintenance to collect space fungus and come back to work talking about joining a strange book club you might end up giving away that there's a cult on board!


* [[Shaft Miner]]s
== Playing Your Role ==
A bunch of real labourers. They tend to be strong burly types, and generally thing of the station population as a bunch of wusses. They risk life on the fringes of a giant asteroid all day with almost no interaction with anyone but each other. That can inspire some rather deep connections, or just a bunch of weird loners. Most people don't care as long as their materials arrive on time. It's a tough job.
When a round begins you'll find yourself in a job based on your Occupation Preferences.  There are many jobs onboard the NSS Cyberiad with a wide variety of personalities employed to fill them. It's entirely up to you how your character might handle their assigned role.  A Security Officer might be a grizzled veteran or a jittery rookie.  An engineer might be fiercely protective of the station, starting fights over a broken window.  Even Command staff can have their foibles!  Consider how other media portrays examples of your chosen job. The Head of Security might be a paper-pusher who requires an arrest report for everyone brought into the brig, who yells at their subordinates for being loose cannons, demanding they hand over their badge! There's no end to the possibilities that are available to you. Can't think of a trait that sets your character apart?  There's no shame in borrowing a mannerism from a character in your favourite TV show or book series!  Keep it up and eventually, you'll settle into a roleplay style that fits you just fine.


* [[Botanist]]
[[Category:Guides]]
You love plants. That's fairly obvious. Maybe you like cooking to them or talking to them. Either way, you wouldn't have taken this job if you didn't like them. Right? Maybe you like them more than other people and are a rather introverted person. Or maybe you're just a friend to all living things. Just don't expect the living things to be friends back.
[[Category:Guides for New Players]]

Latest revision as of 03:58, 23 November 2023

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Civilian/Misc. Roles
Civilian/Misc. Guides


Crash Course in Roleplaying

First and most importantly Paradise Station is considered a Medium Roleplay server. You should remain in character as much as possible and only use the OOC or LOOC channels if you need to speak to someone else in a manner that doesn't fit your character or the game. That being said there are very few limitations on how you should act in-character so long as you are not breaking any of the Server Rules.

What is Roleplaying?

The simplest way to describe roleplaying is that you are an actor taking part in telling a story. Unlike in most games, where a character's personality and backstory are pre-written, in Space Station 13 you get to choose the look, personality, and history of your character! Want to play the hardboiled Detective or a slap-happy Clown? The choice is yours!

Roleplaying Terms

Below are listed a few simple definitions for common terms you might encounter when discussing roleplaying.

IC

This means in character, or how you should act when playing the role of your character. When you are speaking in character to other people you should not refer to things outside of the game.

OOC

This means out of character, or how you, as a player, might interact with other players outside of the game. If you are talking about the game itself, including game mechanics and events that happened in a round outside of your character's knowledge you are talking out of character. This term is also used to describe the OOC channel in-game, used by typing, "OOC <message>" into the text entry field.

LOOC

This means local out of character and is used almost exclusively to refer to the in-game channel of the same name. The LOOC channel only broadcasts to people on your screen, although it will show for people who are nearby but not visible due to obstructions so be very cautious when using it to discuss antagonist stuff. Everything said in the LOOC channel shows up for all Admins and Moderators regardless of how close they are to the person using it, so be aware that the "No IC in OOC" rule still applies. If you need to ask for help but are worried about giving away IC information use MentorHelp instead by pressing F1 on your keyboard or clicking AdminHelp under the Admin tab in the upper right-hand area of the game window, then select MentorHelp in the box that pops up.

Roleplaying Levels

There are three main levels of roleplay that any given SS13 server will commit to and those are: Low, Medium, and High. The Administrators of a server can decide to change the rules to require more or less RP from their players. As stated above Paradise Station is a Medium Roleplay server.

Low-RP

LRP servers do not generally require any sort of roleplaying from the players, or if they do it's at a bare minimum. Even if players are required to speak and act in-character there are little to no restrictions on what they are allowed to know in-game, although metagaming is usually still against the rules.

Medium-RP

MRP servers tend to enforce the idea that your character acts like themselves and not as if they have a player controlling their actions. There are usually very loose restrictions on what your character might know in-game. Your character might be familiar with multiple different jobs and be capable of performing them with ease. Some MRP servers enforce the rule that your character can only know one or two jobs but are otherwise lenient about how you can act in-game.

High-RP

HRP servers take roleplaying quite seriously. Your character is expected to act consistently concerning past behaviour, to do their job with skill, and to not interfere with the jobs of other crew members without a good reason. As an example, if you choose to play a Botanist it is expected that you do not know how to set up the engine like an Engineer.

Metagaming

When you join the game it's important to remember that you should try to see the game world through the eyes of your character. Even if you know something as a player that information may not be available to your character! Using any knowledge that your character shouldn't have to affect things in-game is called metagaming and it is against the rules.

Sharing in-game information through OOC channels, even something that you think is innocuous, is a form of metagaming as well as a breach of the "No IC in OOC" rule. This includes using methods of communication that exist outside of the game such as Skype. If you are ever in doubt about whether some information you'd like to share is considered in-character knowledge it's best to play it safe and wait until the round has ended before talking about it with anyone else.

Occasionally someone will slip-up using game mechanics and incriminate themselves in such a way that you, as a player, recognize they're an antagonist while your character should remain unaware. One of the most common examples is when a changeling player is attempting to use the hivemind chat and mistakenly talks about absorbing someone over the common radio channel. The polite thing to do is ignore it and act as if your character never heard it.

If someone shares information with you about their antagonist status in an OOC manner you should do your best to not let that affect how your character acts in-game. If you believe someone has given you IC information in an OOC manner it's best to ignore the information and report the person via AdminHelp.

General Tips

When making your character try to decide on some distinguishing trait that helps them stand out a bit from the crowd. They might speak with an accent, have a distinctive laugh, or always ask for a certain drink at the bar. It doesn't have to be anything overly complicated but it can help to distinguish your character and make them interesting.

If you are new to the game don't be afraid to ask for help in-character. Doing so can be a great way to both learn something and make a friend along the way! It's perfectly fine to make mistakes while performing your job, and doubly so while you're still learning. Your character is not expected to be perfectly skilled at anything - in fact, a character that performs their job perfectly 100% of the time can seem unrealistic. People make mistakes and your character is no exception to that.

Unless you are one of the round's antagonists you should always try to act according to your position, e.g. by obeying your superiors. You have no right to ignore the Captain or any other person who is considered to be your superior. This is especially true of your department head: the Research Director for the science team, the Head of Security for the security officers, the Chief Engineer for the engineering crew, the Chief Medical Officer for medical, the Quartermaster for mining and cargo staff and the Head of Personnel for service roles and assistants.

While it might be good roleplay to disobey a superior if the situation calls for it you should be aware that ignoring orders is a quick way to either get outed as an antagonist or to be fired from your job! There are many in-character solutions when dealing with conflicts between your character and another character. Don't be afraid to speak to an Internal Affairs Agent or the NT Representative if you feel your character has been wronged in some way that is not a breach of Space Law.

When roleplaying with others try using emotions make your character stand out. Being completely emotionless or unafraid is another way to make your character seem unrealistic. If your character is experiencing pain don't be afraid to make them scream, cry, or whimper. If they are afraid they can try to run or in moments of sheer panic even curl up in the fetal position. A happy character will smile, laugh, wag their tail, or hug others. Consider what sort of things you, as a player, might do when you feel certain emotions and try to work them into your roleplay!

Try to avoid certain terms that don't fit within the setting of the game. When talking about a round out of character the term "round" is perfectly fine. In-game, however, your character might refer to it as their shift, and might refer to previous rounds as being past shifts. There is no concrete rule about how much time passes between shifts so feel free to make a reasonable estimate if you need to refer to past shifts in character. One exception to this tip is that damage to a character is regularly referred to by the number of damage points and the damage types that have accrued. If you are playing a role which has to deal with healing other characters it is perfectly acceptable to state the amount and type of a person's damage rather than giving a more realistic explanation of their injuries.

Getting In Character

Getting 'In Character' can be hard, but the list below should give you an outline for how to do it.

The first challenge of understanding your character is to get an idea of what their personality is like. Experienced roleplayers will notice that the personality of your character changes and evolves but it's still useful to start with a general idea. A few questions that you should be able to answer include:

  • To strangers, is my character shy/extroverted/friendly/arrogant?
  • How much does my character value his job / How obedient is she towards her higher-ups?
  • How would my character react to stress / a combat situation / blood and gore?
  • How much pain can my character take? / Is my character afraid of death?
  • What skills does my character have outside her department?

Ask yourself these questions one by one and answer them. If you can't answer them right away consider the way your character has behaved so far, and use that as your answer.

Is your character a person who can stay calm in any situation, regularly ignores orders, doesn't have a problem with bashing in someone's skull with a toolbox if needed, never even feels slightly sick at the sight of gore, can take ridiculous amounts of pain without flinching, and is only mildly afraid of death? If some or all of these points apply to your character chances are you haven't been roleplaying. Focusing on your own goals while neglecting to have your character act realistically is called power-gaming and, while not necessarily against the rules, it is very much frowned upon.

If you have a character like this and want to try to improve your roleplaying here are a few suggestions for you to try out. Don't worry if they don't fit your favorite character, you can always make a new one with different character traits.

  • Try being shy. Use emotes like "blushes", or "looks down at the ground."
  • Try reacting to pain. If someone punches you once or twice in the face try an emote like "winces and puts a hand to their nose to stem the flow of blood." If someone uses a syringe to inject you or draw blood, grit your teeth. As a caveat to this don't feel like you need to roleplay during a fight, especially if you're fighting for your life! Even in real life adrenaline can keep a person from feeling pain until the danger has passed.
  • Similarly, react to hunger. Why not ask your colleagues out for a meal? Request your favorite food from the chef!
  • You're in space with a strict hierarchy. If you want to carry out a research project, conduct engine maintenance, etc., ask your higher-ups first. People who act on their own and mess up will usually take all the blame.
  • As a department head keep your department running smoothly and your crew in check. Allow your staff to take breaks where appropriate, give out orders, ask people who missed a deadline to come to your office. Punish disobedience with measures such as docking their pay, suspending them from work, or even removing them from their position entirely.
  • Talk with your colleagues about things. This is difficult in-game because you can't talk and do stuff at the same time like in real-life but it really can result in some interesting RP. Talk about topics like your opinion of people on the ship, the quality of food, that hole in the window near arrivals. Also, feel free to make facts up things that happened away from the station between shifts!
  • If you need help with something that your character is inexperienced with, ask an in-game friend, the responsible department, or a department head.
  • When someone is killed in front of you try to scream, run away, cry, or otherwise show that this causes extreme emotions with you. Don't just continue as usual as if nothing happened.

These are just a few small suggestions and not all of them will fit your character. If you haven't played out your character to this extent yet give it a shot! Talking with someone else's character about fictional topics for half an hour and enjoying a virtual beer then puking at the sight of the roboticist casually carrying a brain around can be a fun and rewarding way to spend your time!

Antagonists and Roleplay

Antagonist roles present a unique challenge for roleplaying. You are given a set of objectives that put you at odds with one or more crewmembers. Whether you need to kill someone, disfigure them, or steal something from them you should try to keep your eye out for roleplay opportunities. Bear in mind that you should be very discerning about roleplay attempts that might expose you as an antagonist. Even something as simple as offering to trade the Warden for the ablative armour can clue them into your antagonist status. Your objectives are your top priority but well-done Roleplay can improve the experience not just for yourself but for your target as well. In some cases, you might even achieve your goal by using Roleplay!

Not all antagonists are secret, and some such roles do not lend themselves well to roleplaying. A person with a blob ready to burst from inside them isn't going to have the time to stop and chat. Cortical Borers are an excellent opportunity for roleplay if they choose to take the peaceful symbiote route, while terror spiders are more interested in growing their numbers and less interested in talking about their feelings.

A poorly-roleplayed antagonist or someone who is power-gaming at the expense of others can lead to conflicts between you and other players and may even get you in trouble! A well-played secret antagonist will usually employ subtlety and stealth to achieve their goals while avoiding suspicion.

Backstory

Normally when you are an antagonist most people do not say why they are in the position they are currently in. To deepen your character it would be a good idea to ask your self "Why am I here?" It could be as simple as you were offered a sum of money, or maybe they have a hostage and you are being threatened. Be sure to roleplay this though. If you are unwilling to complete your task act quiet and hesitant during the round.

Acting Suspicious

Acting suspicious in-game is a good way to catch the attention of the security team and be targeted for a random search. According to Security SOP a Security Officer or Detective can conduct a random search of your character during Code Blue or Code Red situations. Failure to comply is extremely suspicious and is likely to get you arrested so that they can search without resistance. If you have contraband you might try to hide it somewhere until you need it to avoid it being discovered during a random search.

Other suspicious activities include:

  • Not wearing ID, especially when paired with a mask so that you show up as Unknown to other players.
  • Refusing to do your job or constantly leaving your workplace.
  • Trespassing in other departments, especially in areas with sensitive equipment or dangerous objects.
  • Constructing walls, grilles, or hidden doors where there usually are none. This is particularly true in maintenance tunnels.
  • Carrying a weapon when your job does not allow it. Even something as simple as holding a hatchet when you are not the Botanist is likely to raise an eyebrow.
  • Referring to things only an antagonist would know such as the location of a bomb, or talking about absorbing or thralling someone.
  • Dragging around humanized monkeys, farwas, etc. outside of the Genetics lab or Science in general.
  • Stalking your target, especially if you aren't familiar with them in-character. Try using a handheld crew monitor or the Remote View genetic power instead!

If you communicate with others about what you are doing it can be easy to avoid suspicion even as an antagonist. The right excuse can go a long way towards getting you out of a sticky situation. A traitor Cargo Tech walking through maintenance tunnels dragging a crate behind them is a lot less suspicious than a man in a chicken suit with no visible ID hiding in an oxygen closet. Engineers always have a reason to be in maintenance while Botanists do not. The presence of a Librarian at a crime scene is readily accepted if they're taking pictures and interviewing people who walk by. Whatever your role consider an appropriate excuse to explain your actions. If you're lucky or convincing a failed assassination attempt might look like a prank gone awry.

A Target on Your Back

Sometimes you'll find out during a shift that you are the target for an antagonist! Usually, this happens then they suddenly make their move and attack you, but other times you might find yourself being abducted to a secret place in maintenance for more nefarious deeds. While rare there are still opportunities for roleplay even when your life might be on the line. A changeling who needs access to your department for a short time might agree to leave you welded in a closet in exchange for your gear. A bloodthirsty dantalion vampire might be open to thralling you instead of feeding on you which keeps you in the round and gives you the chance to play a pseudo-antagonist as well! Some antagonists aren't even interested in killing anyone - cultists in particular just want to grow their numbers to achieve their goals. Keep in mind that if you are converted into a thrall or cultist your roleplaying should not give away your newly-acquired status. If you wandered off into maintenance to collect space fungus and come back to work talking about joining a strange book club you might end up giving away that there's a cult on board!

Playing Your Role

When a round begins you'll find yourself in a job based on your Occupation Preferences. There are many jobs onboard the NSS Cyberiad with a wide variety of personalities employed to fill them. It's entirely up to you how your character might handle their assigned role. A Security Officer might be a grizzled veteran or a jittery rookie. An engineer might be fiercely protective of the station, starting fights over a broken window. Even Command staff can have their foibles! Consider how other media portrays examples of your chosen job. The Head of Security might be a paper-pusher who requires an arrest report for everyone brought into the brig, who yells at their subordinates for being loose cannons, demanding they hand over their badge! There's no end to the possibilities that are available to you. Can't think of a trait that sets your character apart? There's no shame in borrowing a mannerism from a character in your favourite TV show or book series! Keep it up and eventually, you'll settle into a roleplay style that fits you just fine.