Post by Ryan Ro [NAPW] on Feb 3, 2006 2:11:08 GMT -5
I'm not really a fan of MORENMORERULES, but here's all the info.
1. In a one-on-one, triple-threat or fatal fourway match, each wrestler is permitted four roleplays within the roleplay period.
2. In a standard tag team match, each team is permitted four roleplays within the RP period. Six-man tag, up to six per team. Eight-man tag, up to eight per team. This works out as two RPs per member, although there may be four roleplays by the TEAM as opposed to two by member #1 and two by member #2.
3. Please refrain from labeling promos posted during the RP period for your match as "NON-MATCH." Unless there is a very, VERY good reason the RP should not be counted or needs to occur separate from the ongoing thread, you should only roleplay four times during a period.
4. Roleplays written during a promo period do not *need* to be directly focused on the opponent. Story, character development, trash-talk, verbal warfare, interaction with other wrestlers: all of these are part of the roleplay.
5. The DEADLINE rule: One post is allowed during the final 6 hours of the RP period by each member of a singles match or each team in a tag team match. Should that limit be broken, it is reasonable that additional RPs will be deleted so as to not interfere with match judgment.
6. Important points in roleplaying:
-Spelling and grammar.
There is a spell check on the forums. Please do use it. Spelling and grammar are important because good usage of each lets the reader 'hear'/'see'/'feel' a roleplay better. Dialogue is stronger, the RP is easier to read, the character fleshes out more nicely.
-Consistency.
Lack of consistency in the way a character is portrayed will lose you 'points' (not that we keep points, mind, but anyways). The dark knight who speaks olde english character should not suddenly begin using modern day slang and calling his opponents 'dirty homos.' Of course it can be a challenge, but attempt to keep your character consistent to his personality, origins, speech, motivation, etc.
-Line Count Isn't Everything/Substantial is Nice
There is a school of thought in the e-wrestling world that a roleplay must be a minimum of say, 30 lines to be worth anything. I disagree with that. The roleplay must be exactly as long as it needs to be. If a short RP gets the point across in three lines and four would wreck it, so BE it. If an RP is long, but uninteresting or worse - full of 'padding' in the dialogue and description - the reader may lose focus and the impact is lost.
That said, a decent length is usually better. It helps readers get to know the character better and allows the wrestler the opportunity to accomplish more in character development and all the other stuff. Don't write "potential" rps... that is to say, promos that are good but potentially could have been great if a few points had been elaborated on or a bit more insight was given. It's a difficult trick to find the balance between too long and not long enough... but something to be aware of.
-Roleplay regularly (effort counts.)
Although it is Quality Over Quantity, doing one and maybe a rare second RP per match will ensure wins don't come your way too often. If your opponent outRPs you three-to-one and each one is solid, it will take one miracle RP to blow away all three. Effort counts.
-Creativity.
Since this is a WRESTLING show, it's expected for people to do monologue style wrestling PROMOS. Obviously e-wrestling functions as "reality-TV" to an extent, with cameras seemingly involved in every aspect of the wrestlers lives, showing us wrestlers socializing or meeting outside of the ring as well as family/friend life. Those staples are fine. But please do not plagiarize or obviously copy another wrestler's RP style or storyline. Thanks.
-Entertainment Of Different Sorts.
Find your strength and play to it. Is it humour? Is it drama? Is it straight-forward but intense wrestling promos? Skits, stories, interviews, press conferences, 'camera on the guy' type promos? Experiment and find a style that is comfortable for you and seems to express your character best.
-Shock And Awe.
It's not that you can TRY to make people awed (although sometimes you can plan for it and it works out.) But the promos that generally tend to tip matches one way or the other are those that leave the reader mildly awed. Shock & Awe does not refer to a surprising twist or swerve, either. It refers to an intense promo that completely engages the reader. Or the comedy piece that is non-stop brilliance. ENGAGE the reader, bring him into the world your character inhabits completely - regardless of what kind of world it is.
Obviously the rules are rules, to help make the promotion a more entertaining and stable place to be. Breaking the RP rules is silly, so don't do it please. If you have feedback, concerns, complaints, or other ideas about what goes into good RPs, please reply. Ding!
1. In a one-on-one, triple-threat or fatal fourway match, each wrestler is permitted four roleplays within the roleplay period.
2. In a standard tag team match, each team is permitted four roleplays within the RP period. Six-man tag, up to six per team. Eight-man tag, up to eight per team. This works out as two RPs per member, although there may be four roleplays by the TEAM as opposed to two by member #1 and two by member #2.
3. Please refrain from labeling promos posted during the RP period for your match as "NON-MATCH." Unless there is a very, VERY good reason the RP should not be counted or needs to occur separate from the ongoing thread, you should only roleplay four times during a period.
4. Roleplays written during a promo period do not *need* to be directly focused on the opponent. Story, character development, trash-talk, verbal warfare, interaction with other wrestlers: all of these are part of the roleplay.
5. The DEADLINE rule: One post is allowed during the final 6 hours of the RP period by each member of a singles match or each team in a tag team match. Should that limit be broken, it is reasonable that additional RPs will be deleted so as to not interfere with match judgment.
6. Important points in roleplaying:
-Spelling and grammar.
There is a spell check on the forums. Please do use it. Spelling and grammar are important because good usage of each lets the reader 'hear'/'see'/'feel' a roleplay better. Dialogue is stronger, the RP is easier to read, the character fleshes out more nicely.
-Consistency.
Lack of consistency in the way a character is portrayed will lose you 'points' (not that we keep points, mind, but anyways). The dark knight who speaks olde english character should not suddenly begin using modern day slang and calling his opponents 'dirty homos.' Of course it can be a challenge, but attempt to keep your character consistent to his personality, origins, speech, motivation, etc.
-Line Count Isn't Everything/Substantial is Nice
There is a school of thought in the e-wrestling world that a roleplay must be a minimum of say, 30 lines to be worth anything. I disagree with that. The roleplay must be exactly as long as it needs to be. If a short RP gets the point across in three lines and four would wreck it, so BE it. If an RP is long, but uninteresting or worse - full of 'padding' in the dialogue and description - the reader may lose focus and the impact is lost.
That said, a decent length is usually better. It helps readers get to know the character better and allows the wrestler the opportunity to accomplish more in character development and all the other stuff. Don't write "potential" rps... that is to say, promos that are good but potentially could have been great if a few points had been elaborated on or a bit more insight was given. It's a difficult trick to find the balance between too long and not long enough... but something to be aware of.
-Roleplay regularly (effort counts.)
Although it is Quality Over Quantity, doing one and maybe a rare second RP per match will ensure wins don't come your way too often. If your opponent outRPs you three-to-one and each one is solid, it will take one miracle RP to blow away all three. Effort counts.
-Creativity.
Since this is a WRESTLING show, it's expected for people to do monologue style wrestling PROMOS. Obviously e-wrestling functions as "reality-TV" to an extent, with cameras seemingly involved in every aspect of the wrestlers lives, showing us wrestlers socializing or meeting outside of the ring as well as family/friend life. Those staples are fine. But please do not plagiarize or obviously copy another wrestler's RP style or storyline. Thanks.
-Entertainment Of Different Sorts.
Find your strength and play to it. Is it humour? Is it drama? Is it straight-forward but intense wrestling promos? Skits, stories, interviews, press conferences, 'camera on the guy' type promos? Experiment and find a style that is comfortable for you and seems to express your character best.
-Shock And Awe.
It's not that you can TRY to make people awed (although sometimes you can plan for it and it works out.) But the promos that generally tend to tip matches one way or the other are those that leave the reader mildly awed. Shock & Awe does not refer to a surprising twist or swerve, either. It refers to an intense promo that completely engages the reader. Or the comedy piece that is non-stop brilliance. ENGAGE the reader, bring him into the world your character inhabits completely - regardless of what kind of world it is.
Obviously the rules are rules, to help make the promotion a more entertaining and stable place to be. Breaking the RP rules is silly, so don't do it please. If you have feedback, concerns, complaints, or other ideas about what goes into good RPs, please reply. Ding!