Board Thread:Roleplaying/@comment-24449631-20140917204356

The Status QuoEdit
 Brave New World I
 * It is still Heartfire, year 202 of the fourth era
 * The returning dragons have been defeated by the Dragonborn, the "Tyranny of the Sun" prophecy has been thwarted by the Dawnguard and Miraak of Solstheim has been smited down.
 * The Civil War in Skyrim is still going on.
 * Titus Mede II, late emperor of The Imperial Empire has been murdered by the Dark Brotherhood. Meaning The Elder Council are still preparing the new follow up emperor.
 * The Thalmor of the Aldmeri Dominion (made up of Alinor, Valenwood and practically Elsewyr) still have a strong grip on the Continent and thus the Empire. With the White-Gold Concordat still in effect.
 * Most of Northern Morrowind is still damaged by Red Mountain's eruption of nearly two hundred years ago.
 * A powerhungry man named Asin is taking over Skyrim from his tower of Tel Bal-Thurm. Already shifting the balance of order and power in the province, by taking out Jarls and opposition quickly and discreetly. Soon though, the major powers will get wind of his schemes.
 * A deadly Thalmor agent has made Fort Greenwall, just North of Riften, his home.

Brave New World II

Brave New World III

Brave New World IV

Brave New World V

...

General Set-upEdit
As the status quo might have given away, the RP takes place in almost exactly the same time as Skyrim. Just after the big events of the game. Use these setups to create and build your character and the world around you. Antagonists, Intrigue, Mystery, Emotion these things will all become clear over time, once enough people have established their roles in the roleplay. Be a villain, be a hero, be an anti-hero, be creative, the choice is yours.

One condition though.

'Make sense! '

If you feel that your writing capabilities aren't up to par, but your ideas are. Discuss them with the group first. it would be a shame if your ideas fell flat because of your inability to write them down properly.

Rules you should know.Edit
might look like a long list but if you power through once you will find that most of them are trivial and rather logical, given you know anything about 'RP'ing that is. 1. In order to join, you need to create a character card. It must be like this:

Name:

Race:

Gender:

Age:

Appearance:

Class:

Spells(Max 8 and optional):

Powers(Racial + 2 more max):

Armor:

Weapon(s):

Faction:

Role in Faction:

Backstory:

2. Do NOT take control of other people's characters without their permission.

3. You can control NPC's that are still alive at the end of Skyrim. Bare in mind that, once you leave Skyrim there will be no 'familiar faces' so to speak, and you will have to come up with Shopkeepers, Counts and the like.

4. You can have 9 characters, with pets

5. The time now is 4E 202.

6. No killing anyone without their permission.

7. You can kill a person if they haven't played for a long time or have clearly decided to give up on the RP.

8. Choose a class.

9. Choose armor and weapons.

10. Take this RP seriously. No messing around!: If you find yourself bored, then write a flashback or a dream sequence and develop your character and if you can’t be bothered doing that, then go away and do something else for a bit.

11. You cannot be overpowered: By this I mean…

''No avoiding damage or ignoring it: You take hits, just like you dish them out. You may block or dodge attacks but one in three must hit you. No ridiculously over powered super-spells: Anything that allows you to destroy powerful enemies in one hit or gives you a majorly unfair advantage over other players and NPCs will be considered over powered. You cannot destroy a building in one post: Depending on the building’s size; you must destroy it over the course of several posts. The only exception is during Flashbacks, dream sequences or during written plot pieces (over the course of a paragraph or two). ‘Fridge Magic’ is also considered a form of overpoweredness. Fridge Magic is spontaneous luck, which allows the player to avoid damage or consequence for their actions. It can be done accidentally, so it’s not treated as harshly, but please undo it if multiple people call you out on it or if the GM calls you out on it.''

12. You cannot be a Divine or a Daedric Prince. Unless there's a really good reason. A "really" good reason.

13. Give the roleplayers time to react to the actions.

14. Signify actions like this:

Actions: Nothing.

Speech: "quotation marks"

Thought: Italics

Out of Character: (between brackets)

Summary of Events: asterisk*

15. You can use all of the races of TES lore. (Note: If yo'ure going to use an extinct races, you need to explain about it's return or survival.)

16. You can not kill or maim (remove the limbs off of) other characters, you can if they say it is ok to though, or if the contributer has left the RP and the character is in limbo.

17. You can Flashback in the RP to previous times.

18. You can add the occational song or track in a link to the RP, use clear link markers, don't make the link 'intrusive' to state that you are adding a track.

19. Teleportation spells can be an easy way to travel vast distances so your character can be straight in the action. however it can also be a lazy writing tactic. Teleportation is allowed (if it makes sense for your character, ie quite good with magic) but only to certain extend and it needs to have a very large "cooldown" so to speak in order that it won't be misused  