BattleMaster is not just a strategy game, it also is a roleplaying game. Roleplaying means that you play your character as he acts, adding flavour to his in-game actions or even describing things he does that have no in-game effect.
Roleplaying adds depth to the game and makes it more interesting to interact with other players. The level of roleplaying can go from very light to long and intense, the choice is yours.
The #1 Rule
The most important rule of roleplaying in BattleMaster is this:
Reality is defined by the game engine.
If the game runs a duel and you lose, then you lost, and no amount of roleplaying changes that. If your character page says you are 20 years old, then that is your age and you can't claim to be 55. If the status page says you are in Perdan, you can't roleplay being in Sirion. And so on.
Of course, your character can lie, and send letters claiming he won the duel, etc. You can masquerade as an old men even when you're young, etc. - but the reality of the game is whatever the game says.
The first part of starting to roleplay is to get an idea of a player character. Player Characters, or in short PCs, are the characters you and all these other people play. They are, or at least start as, part of the nobility. They rise above the dozens of other minor nobles (see NPCs, below) by wanting to do something more interesting with their lives than just sit around all day gossiping and posturing with the court.
In Character versus Out of Character
In Character, abbreviated IC, is what qualifies as "roleplay" even if the "roleplay" message type is not used. Out of Character, or OOC, is when you, the player, are communicating something to the other players.
The two are, and must be, kept separate!
- One day you read a roleplay sent to the entire realm that is occuring between King Garhook and High Marshal Funman. In this roleplay, the two characters are having a dialogue, while walking along the palace in the capital.
In this example, unless your character is there, AND you are roleplaying that you are there and listening, OR you are told via another character who is, your character does NOT know about what they are saying. This is because what you the player knows (OOC) is different from what your character knows (IC).
- One day you read a roleplay, again sent to the realm, in which another character, Lord Haha, thinks to himself, 'I wish I could kill all of these rodents and become the Tyrant of our realm!'
In this example, no matter what your character is doing, your character has NO knowledge of what Lord Haha has just thought. It would be very bad roleplay for you, then, to have your character respond with something like "That's awful Lord Haha, and I call on the Judge to banish you!" In fact, if you responded like that, your character would be a mind-reader (definitely a no-no in a low-fantasy setting like Battlemaster - and in a medieval setting, you'd be burned at the stake for Witchcraft).
In conclusion, just because a roleplay is sent to you via "to the entire realm," does not automatically mean your character will know anything that that happens in the roleplay. Use your common sense - don't respond to another character's internal thoughts, or private discussions taking place half a Realm away.
Roleplaying Game Actions
The easiest way to roleplay is to simply present game events from your character's perspective, using terms and phrases as a medieval noble would, and avoid references to in-game mechanics.
- You are following your general's orders to travel somewhere. Your message to him is: "Yes, my lord. I will tell my men to saddle the horses immediately."
- You are doing civil work. Instead of using cut & paste to post the results to your duke, you send him a message saying: "Sire, I have instructed my soldiers to help the people repairing the damage from the last battles. My men were not too happy about it, but they repaired a mill and a wooden bridge, and the villagers were thankful." - you can add the actual game mechanics (production +2%, morale +3%) if you like, but in most cases they are not really that useful.
- You are the ruler and declare war on a former ally who betrayed you. This is a great opportunity to write a rousing speech to your realm, and make in-game accusations on the ruler channel.
- When you swear fealty to a liege, you really should write a short message describing this event. This is a ceremony, with kneeling down and sword tips on the shoulder or whatever other ceremonial proceedings you can imagine.
Roleplaying Non-Game Events
You are free to invent any actions you like and write roleplays about them, as long as they don't have in-game effects. It would be weird if you describe how you kill another character in duel if that character continues to run around unharmed. That is why you must limit this kind of roleplaying to events that are not covered by the game.
- Describe your visit to the marketplace or your walk around the city, writing about the place and its people. This is pure description, but it gives life to a place, and defending a city that has been extensively roleplayed is much more fun than fighting for a collection of statistics.
- Marry someone. We have female players, and a few male players who play female characters. We have had a few marriages in-game, and they all have been great events.
- Give more than just a name to your unit - describe them in detail, invent names for some of them, write about the minor events during travel ("The cart got stuck again in the mud. When will this rain end?")
This is the big one. Cooperative roleplaying is when you do not just write about yourself, but interact with others, who are roleplaying in return. Your visit to the city can quickly turn into this if someone else decides to enter the scene. When roleplaying with others, it is often understood that the roleplay continues despite what actions your character makes in the course of play. In other words, just because you meet someone in a region, doesn't mean you need to stay in the region to continue the roleplay. What happens in a roleplay might only take 12-24 hours, but the time spent by multiple players actually responding to each others' roleplays might take several days or more.
Cooperative roleplaying is a little more complicated, because the presence of others often means that things do not proceed quite as you would like them to. That is why we have a few rules.
Important Note: These rules were, more or less, written for SpellMaster. They are much less directly applicable to BattleMaster. For instance, Tom will almost never actually invalidate roleplays...largely because there are far too many people roleplaying for him to pay attention to all of them.
- The word of any GameMaster is final
- Accept it and move on, even if you dislike it. Questioning a GM decision in public is very, very much discouraged and will only bring you pain.
- What was written has happened
- If you don't like what someone else roleplayed, there are two things that you can do about it. Our preferred approach is incorporating other roleplays and is described below. The other option is to appeal to a GameMaster and ask him to invalidate that roleplay. From this follows the rule
- Only a GameMaster can invalidate a roleplay
- If a GM says that something that was roleplayed did not happen, or happened differently, then that is so. Nobody else can do that. If someone writes a roleplay where your character gets hurt, and you don't like it and find no way to incorporate it, then finding a GM who will invalidate it is your only option.
- In order to trump game mechanics, you need GameMaster approval
- You can roleplay things that will change the status of the game, but you need a GM to actually make the change. If you want to murder someone, that character has to be killed in-game, and only a GM can do that. You probably won't find a GM for this extreme case, except if the "victim" is willing to go along.
The following are guidelines, where contrary to the rules above there can be exceptions. Try to follow them, but they are not set in stone.
- Allow others to interrupt
- Don't write everything that happened during the entire day into one roleplay. Yes it hurts, but you have to stop your roleplaying after a reasonable amount of events in order to allow others to contribute as well.
- Ask others for permission for major events affecting their characters
- You can't marry someone without them saying "yes", and you should not seriously hurt, steal from or otherwise impact in any major way another character without having the permission of his player. Note the difference. (The exception of the rule are the game mechanic. You can roleplay this IF and only IF your character actually did seriously hurt or killed the other character in the game, such as in battle. Otherwise they should have permission)
- Only play your own character
- You can not roleplay other characters, only your own. As far as it is necessary, you can have them make simple, obvious and fitting reactions, but that is the limit. For example, when you meet another character you can assume that he would return your initial "hello", but any replies to your questions must come from the other player, not you.
- Don't take things personal
- Your character gets attacked, not you. Your character loses the love of his life, not you. Your character is a great hero, not you. Don't confuse the two, and most importantly do not confuse other players with their characters. Some of the most vile and evil characters in the game are played by very nice people.
- Don't play on godlike mode
- Resist the temptation to make your characters perfect, because perfect people are boring. Your character is not god and is not super powerful and so you should not roleplay him/her like that. If someone attacks a monster with 100 men and did not manage to kill it, then your character probably can't beat it alone by force of arms. Consider roleplaying a victory by stratagem, or roleplaying some of the troops in your unit.
- Try to stay in the era BattleMaster is set in
- Even though it isn't punished, or enforced strictly, your character is a noble in a Middle Ages-type setting. As such, he can't fly through the air, use electricity, and gunpowder has yet to be invented. Your character lives in a world dominated by codes of honour, chivalry, and a limited application of science. Thus, he isn't going to be flying in spaceships, wielding magic, or destroying armies with a single wave of an arm.
Incorporating Other Roleplays
The preferred way of dealing with roleplays of others that you don't like can be summed up as Yes, but.... Try this for a while. Every time you feel like saying "no", say "yes, but..." instead and find something fitting for the part after "but".
Example, someone wrote a roleplay where your character is surprised and wounded on the open street, and the assassin escapes into the nearest alley. For sake of this example, your character is named Adam and the other guy is named Mallory.
- "Adam is surrounding by onlookers, and as a noble quickly brought to the houses of healing. While the wound is deep and bleeding profoundly, no vital organs were hit. By dawn next day, Adam is walking around again, weakened but with stronger resolve than before." (This example reduces the impact on your character to a level you should be able to deal with.)
- "As Adam lies bleeding, Mallory turns around to face the city guard running down the alley towards the marketplace, alarmed by the cries and swords drawn. They spot Mallory, and they spot the bloodied blade in his hands before he can put it away." (This says nothing about your character's fate, but turns the tables on the other player, giving him something to think about.)
- You can also accept a wound and continue playing your character as normal, roleplaying that he is acting from his bed via servants and messengers.
- If you don't like the assault at all, you can even answer with a roleplay that reveals that the man who was attacked was not Adam at all, but simply some local lesser noble who looks very much like him. Yes, it is a bit constructed, but it is not more outrageous than roleplaying an attack on another character.
Non-Player-Characters, or short NPCs are created by players or GMs. There are some guidelines that you should be think about before doing so however.
- Though yes, a player can invent NPCs, realize that BattleMaster is more of a player character centric game. Avoid littering the landscape with a bunch of NPCs.
- Be aware if others are joining in with the NPC characters, or if you are really just playing with yourself.
- Scenery NPCs just go ahead and roleplay this NPC into existence. If you want to talk to the captain of the guard or find a merchant, just invent him. They should not play a major role or have any serious position if they are just there to flesh out environment.
- Realize that NPCs are not necessarily the property of a player. Other players can roleplay the same NPC.
- The original creator defines what the NPC is, and other players have to stay within those limits.
- Non Human races are not allowed as NPCs either.
These are the Non Player Characters that the game or GM's create (though GM created NPC's is very rare, and usually in the form of a lightning wielding god). These more commonly are more the different nameless influences that you tend to hear about during the progress of game play. Who exactly these people are and what they are about are further described on the Game NPCs page.