Nathaniel
Well, here's how I see it:
First and foremost, always speak consistently. If your playing a giant
who is a bit slow, there shouldn't be any brilliant flashes of cunning,
unless of course the thought is one of those "so simple I should have thought
of it" ideas (a la Scarecrow in The Wizard of Oz). A man who is cool and
confident shouldn't start fearing about his life just because the player
behind the screen is shaking (and even then you can always have the "pretender"
character which is fine as well, but the acting would have to be consistent).
Sudden changes should only occur after huge transformations or traumatic
experiences. A templar who turns to citizen after fleeing his city state might
change his attitude toward life, but even though, he should keep the old
habits with him.
Don't let your real life personality conflict with your role-playing. If
your character plans to assasinate someone, and in the end you are reluctant
to kill the character because in real life you feel bad that he'll lose his
character, then either role-play a reason why your character doesn't murder
him in the end, or get on with it. Just because you might be a great guy in
real life, that doens't mean you can't play a maniacal mul.
Treat unto items as you would treat unto them. In real life, how would you
react if you found an elven dagger lying on the street? Would you walk by it
ignoring it, or would it catch your eye? If someone hands you an obsidian
shortshord he found on a dead man, would you just toss it on the floor because
you already have a better weapon? Perhaps in some cases you might ignore these
things, but in most cases you would react with interest. Just because all
elvish daggers are the same doesn't mean you can't stop to look at one. Perhaps
when travelling in a group you stop to pick it up, and examine it, wondering
aloud where it came from and the history behind it, maybe even admiring its
workmanship. In the case of the obsidian shortsword, perhaps you would
consider the shortsword bad luck if you were superstituous since it came from
a dead man, or perhaps you'd claim it housed his soul (if you believe in some
type of similar afterlife). Maybe you'd keep the sword, hoping to find a
friend of the deceased and give it to him. All these things take role-playing,
since no one wants to logically carry extra weapon weight on them when it
is going to weigh them down. The key is sacrifice. Wear fancy clothes if you
think your character will look nice in them, even if they don't offer a lot
of protection. If your rich and arrogant, you'd likely flaunt it off through
silver wrist bands and jeweled necklaces. (Yet, logically you might want to
put a duskworn neck guard or wrist bands, but hey! This is role-playing, and
power gaming isn't role-playing, although in some cases it is, which I'll
explain later.)
Death is not just a generated beep. If your in a city, playing a child,
and three thugs start butchering an old man to bits, you'd likely scream and
run to the guards, probably crying and sobbing at this point. If you are
playing a character not used to death, then perhaps you should gag or
throw up if the death is gruesome enough. Looking at a corpse in a room
that's been there for a few days isn't a favored passtime, (unless your
crazy) and the stench should be role-played, the horrible appearance should
be enough to inspire some semblance of fear, and if you knew the person
well, you might want to show some signs of emotion instead of paging him
on the internet. Burial rites and ceremonial cremations are just two simple
examples of what you could do with the dead. Each elemental sect probably
has its own idea of how to take care of the dead, and if your a cleric, you
might want to choose how you'd perform those services.
The EMOTE command is the color in vision. Without it, things can get
pretty dull unless your using the pre-made actions properly and aren't
over doing it. (Like smiling every five seconds) Make up custom actions
that your character might do a lot. If he carries a fan, then make him
fan himself a lot, if he carries a staff, make him lean on it. If your
angry, portray yourself throwing your weapon to the ground, and fall
to your knees pounding the floor. All of this adds so much depth to
visualization, and is an essential part of role-playing.
Not all characters are human. A mantis wouldn't likely be impressed by
a pile of gold, unless he could turn it into a weapon or armor. A halfling
might see a dead gith as the next meal. When you play a strange character
race, make sure you have a good idea of how that race performs in its
natural environment. A good way of doing this is playing a human at first
and observing veteran players play the other races.
Make mistakes. You might be some sort of God while watching over your
player and deciding what he will do next, but your character might not have
a complete understanding of the entire situation. A stupid half-giant might
see the illusion of his friend attacking him, and when it vanishes, he seeks
out his friend to kill. Of course, you, the player, might know it was an
illusion at some point, but it is unlike that your giant would. If your
a templar, and your in a primal rage, you might scream out some death cry
in tatlum even though your superiors may have ordered you never to speak it
in public. (After all, it IS the language you use amongst your fellow
buddies and its probably instinctive, especially in a fit of anger to curse
rather creatively in it.) Of course, when I say make mistakes, it doesn't
mean go out and buy some poison roots and swallow them believing they are
healthy food. All making minor mistakes does is make your character more
believable. You get the impression he isn't some fat kid with a serious
acne problem and glasses behind a computer screen, but more of the impression
he is a rugged elven ranger, who's a little unfamiliar with city customs, but
in the desert, he's a godsend.
Be sentimental. An old dagger you used once might be your prized possession,
even though it does a mere one point of damage. A cloth that a gorgeous
gypsy woman might be your security blanket, or maybe a lucky coin. These items
are useless in power gaming terms, but they are amazingly fun when
role-playing. You may even use them to your advantage. By stealing a noble's
favored pair of boots worn by his family for the past three generations, you
might get a rather high price, or even force him into doing you a specific
service.
Power is deadly. Get too wrapped up in "power gaming", and you will lose
sight of the concept of role-playing, ignoring the minor details while you
junk all your "useless" items. This also means not taking advantage of bugs
in the game, "Look! If you use a deck of cards against a death vulture he
dies instantly!". However, there are some cases where a different form
of power gaming can be a useful tool in role-playing. A crazy defiler bent
on ruling Zalanthas might do everything he can to increase his spell power
and gain all the money he can. Of course, he'll have his weaknesses, and
will still abide by all the role-playing requirements, just that his greed
for power will probably one day be his downfall. Maybe the defiler is afraid
of Gith, because when he was a child, they caught him outside the city and
beat him up severely. Everytime he sees Gith he runs like mad, (well, he is
insane, isn't he?) and might react rather irrationally. Of course, if this
player was "power gaming" in the badest of senses, he would not even bother
making up a storyline for his character, and would sit in the desert
casting as many spells as possible and trying to find every bug available
to get stronger.
Watch where your going. If your in the city, look north and south, look
all around you, and see who's standing where. You might want to role-play
this by squinting in a given direction, but it is a very helpful role-playing
tool. In the desert, you can see landscapes across cliffsides, or look at
a pack of Mantises from a distance, admiring them and their pack mentality.
Perhaps you'd spend the day watching the sands swirl outside, or just
go for a walk to the forest, admiring all the lovely plant life. Scenery
is very extensive in Armageddon MUD, so take advantage of it. Make comments
on things that aren't really "there", like nice trees or flowers. It'll make
the environment so much more entertaining.
Well, I'm sure I could think up a ton more, like weather role-playing and
more and religious beliefs, but I think this is rather sufficient for now.