• 1

    posted a message on Forum RP Index

    Active Roleplayers Index

    [b]Interests:[/b] Animals, Homestuck, whatever roleplay I happen to be in at the moment, some other things probably
    [b]Roleplays:[/b] Abandoned
    [b]Preferred Genres/Themes:[/b] High fantasy, sci-fi, basically anything with player interactions and the supernatural to spice it up
    [b]Preferred Post-Lengths:[/b] One to three sentences. Will occasionally go for a few paragraphs when describing, which is also fun.
    [b]Preferred Activity Levels:[/b] Varies, but one roleplay that posts hourly to daily is usually good. I don't post all that much, but I like to check for updates a lot.
    [b]Interests:[/b] Writing, roleplaying, breathing

    [b]Roleplays:[/b] ...

    [b]Preferred Genres/Themes:[/b] I don't really care about what a roleplay is about, as much as I care about how well it's run, how active it is, and how unique or interesting the plot/concept is. I am, though, generally more interested in sci-fi and fantasy roleplays, and I don't think I'd ever join a majorly romance-based roleplay.

    [b]Preferred Post-Lengths:[/b] I don't care how long others' posts are, as long as I have something to reply to. As for my posts, I think I usually have about two to five sentences in my average post.

    [b]Preferred Activity Levels:[/b] For roleplays that I join, I appreciate if at least one person posts at least every other day (otherwise I tend to lose interest very quickly)


    [b]Interests:[/b] Writing, Vidya games, DnD, Vicky II, HOI series

    [b]Roleplays:[/b] Abandoned

    [b]Preferred Genres/Themes:[/b] Fantasy is no.1, nation strategy and Sci-fi are also very high up there

    [b]Preferred Post-Lengths:[/b] No particular preference, as long as people roleplay properly and don't godmod or be [b]that guy[/b]

    [b]Preferred Activity Levels:[/b] also no particular preference, as long as people are dedicated and post, it's enough for me.

    [b]Interests:[/b] Fantasy, History, Magic, Games, Touhou, any Roleplays I made/am making/am participating in
    [b]Roleplays:[/b] Abandoned, to which I'm also the GM
    [b]Preferred Genres/Themes:[/b] Mainly Fantasy (As long as it has magic I tend to like it)
    [b]Preferred Post-Lengths:[/b] Varies. Sometimes very short ones, other times longer ones.
    [b]Preferred Activity Levels:[/b] As long as it doesn't go too slow I'm okay with almost any speed.
    Rokudo Mitsuru
    [b]Interests:[/b] Anime/Manga & Games


    - Eidikos Academy

    [b]Preferred Genres/Themes:[/b] Fantasy, Academy & Supernatural, but i'm willing to give any interesting Rp a try.

    [b]Preferred Post-Lengths:[/b] Usually a paragraph or so, but it also depend on that specific Rp.

    [b]Preferred Activity Levels:[/b] Medium, I don't really prefer slow pace ones since it will eventually leads to many inactive players then death of the Rp, however I've also been a part of a fast Rp where it's usually almost a page per day which is just too much so i'll go with a medium activity level.

    [b]Interests:[/b] I consider myself a jack of all trades, so you can talk to me about most things and I'll probably have some info about it (albeit spearheaded in the science and history departments). Except for sports. I don't know much about them.

    [b]Roleplays:[/b] Abandoned (participating in)

    [b]Preferred Genres/Themes:[/b] Any, but mainly sci-fi

    [b]Preferred Post-Lengths:[/b] Variable. Really variable.

    [b]Preferred Activity Levels:[/b] 3-6 PM US EST, Monday-Thursday


    [b]Interests:[/b] Science Fiction and Fantasy, as well as Dinosaurs and prehistory, generally. Social observations. Science and politics both interest me, as does the art of fiction (film, literature, etc.)

    [b]Roleplays:[/b] N/A :(

    [b]Preferred Genres/Themes:[/b] Open-world, character-focused roleplays. I really want to try a Western, and I haven't been part of a good science fiction for a while. High Fantasy is also good, but it must be of a very particular vein. Mostly open-world.

    [b]Preferred Post-Lengths:[/b] For others, enough that I have something to respond to. For myself, about two-four paragraphs, except in dialogue situations. Then, maybe a few sentences.

    [b]Preferred Activity Levels:[/b] Everyone posting about once a day.

    [b]Interests:[/b] Gaming, Modding, Fantasy, (Alot of other stuff i cant think of right now)

    [b]Roleplays:[/b] None. I recently left Eidikos Academy because of high writing levels and post lengths.

    [b]Preferred Genres/Themes:[/b] I like nation themed ones thought I failed last time by making myself too op. I also enjoy fantasy.

    [b]Preferred Post-Lengths:[/b] I like small post lengths since it gets very boring to read 10 pages of walls and walls of text.

    [b]Preferred Activity Levels:[/b] I like medium since slow is really boring and fast is well too much to read.

    [b]Interests:[/b] Basically, anything that seems to have good plot and potential, though I'm mostly towards adventure, Sci-fi or Fantasy.

    [b]Roleplays:[/b] The Unbreakable Box, Eidikos Academy, Abandoned

    [b]Preferred Genres/Themes: [/b]Basically, anything that seems to have good plot and potential, though I'm mostly towards adventure, Sci-fi or Fantasy.

    [b]Preferred Post-Lengths:[/b] Depending on what the situation in the roleplay is, basically at least one paragraph.

    [b]Preferred Activity Levels:[/b] It would be preferred if people would be active enough to participate in player-to-player conversations regularly.

    Interests: [/b]Sleeping. Reading, Writing a bit, Strategy games, Fantasy games, Laying in the sun, Science Fiction, Science, Some prehistory, Wilderness, Drawing, being active for periods of time, and more.

    Roleplays:[/b] Abandoned

    Preferred Genres/Themes:[/b] Fantasy with magic for seasoning, High Fantasy, Historical Fantasy, Dark Fantasy, Pretty much any fantasy, Nation Strategy, Sci-Fi Nation Strategy, Nation Strategy like thing.

    Preferred Post-Lengths: [/b]Above a sentence, but below 5 paragraphs

    Preferred Activity Levels: [/b]Once or Twice daily

    Posted in: Forum Roleplaying
  • 1

    posted a message on General Roleplaying Discussion and Information Thread

    That's one of the problems I find myself facing, too. I agree to write long posts, then find there simply isn't that much to write about every once in a while.

    Posted in: Forum Roleplaying
  • 1

    posted a message on Forum RP Index

    Active Roleplays Index.


    Description: Rumours about the abandoned town of Waise have been becoming more and more common, rumours about a town with supernatural incidents. The town has been quarantined by the government, which makes it more likely that the rumours are true. The player character travels to Waise for a reason only they know, likely in an attempt to get to the bottom of the mystery and become famous for resolving the Waise Mystery, though solving the mystery is more difficult than it sounds...
    Start Date: June 27, 2017
    Genre: Fantasy
    Status: Accepting
    Activity Level: Varies greatly every day. Sometimes multiple posts a day, at other times it's slower.
    Writing Level: Technically any is accepted, though people tend to complain about people with a low writing skill (Lack of good grammar, first-person sentences, etc.)
    Posted in: Forum Roleplaying
  • 1

    posted a message on General Roleplaying Discussion and Information Thread

    Totally agree with everything you've said, MafiaDog. An interesting setting can definitely make a plethora of engaging plots.

    Another question, anyone's free to offer their thoughts: the Writing Ability Debate.

    A lot of people, especially on larger RP forums, are very strict about ensuring long posts in their roleplays. They would argue that this ensures the roleplay's survival by ensuring that each post has enough information to keep people interested. It also ensures that roleplayers are committed to the roleplay, and to improving their own writing skills.

    Others disagree, believing that mandating a large post length will discourage less experienced but very interested newer members from joining. They also argue that by requiring more time and effort to be expended on a single post, people will get burnt out and lose interest.

    So, where do you stand? What would your arguments be?

    Posted in: Forum Roleplaying
  • 2

    posted a message on Forum RP Index

    For those whose desire it is to find active roleplays, and for those whose desire it is to seek out potential roleplayers.

    Imagine a world where an active roleplay could be distinguished as easily as with a single glance at a simple, contemporary list. Imagine a world where we could keep track of who is looking to join a roleplay, and what kinds of roleplays they are looking to join. Where statistics could be easily gathered about what interests are current, without inspecting countless active and inactive roleplays, stalking countless member profiles, or creating interest check after interest check.

    Some might say, let roleplays live or die naturally. But many others suspect that if nature is to have its way, then this forum will someday soon be all but extinct.

    So, I present to you, an index.

    This index will have two, possibly three sections.

    Active Roleplayers

    For this part of the index, roleplayers will submit short bios, in the form below.


    Interests: (General interests, so people kind of know who you are and what you might want to chat about)

    Roleplays: (Current, active roleplays you are participating in)

    Preferred Genres/Themes: (Sci-fi, Western, High Fantasy, Magic Academy, Nation Strategy, Supernatural, Horror, etc.)

    Preferred Post-Lengths:

    Preferred Activity Levels:

    These will be compiled into a list form, probably with names first, and then spoilers afterwards, containing the detailed information.

    In order to keep the list current, roleplayers will post an update once every two months. They can simply copy+paste their old information, or tweak it to add adjustments. I will then add the updates to the index, and remove anyone who doesn't post an update. People can always be re-added later on, or ask to be removed early if they are anticipating inactivity.

    Having this section will allow roleplay creators to gauge the interests of the forum, as a whole, at a glance. It will also allow roleplay creators to contact individual members based on their interests, and specifically invite them to a roleplay. Alternatively, if several people post an interest in one genre, they could find each other, contact each other, and create a roleplay in that genre which will fulfill their desires. In essence, this makes it easier for the interests of the community at the moment to be learned, interpreted, and acted upon, which should facilitate more successful roleplays.

    Active Roleplays

    This portion of the index will be managed very similarly to the Active Roleplayers section. Roleplayers, or GMs, will submit short descriptions of their roleplays, to be added to a list of such roleplays. Depending on what the community would prefer, this list could be heavily sorted based on genre, average writing level, average activity, or simply accepting vs. not accepting (or a combination of them all).

    The preferred form for these applications would be as follows:

    Roleplay Name:

    Description: (Preferably no more than three lines)

    Start Date:

    Genre: (Best guess)

    Status: (Accepting or Not Accepting)

    Activity Level: (Multiple posts per day, one-two posts per day, one-two posts per week, one-two posts per month)

    Writing Level: (Advanced, High, Medium, Minimal, and Required or Optional)

    These would also need to be updated, once every two months. However, simply confirming that, "(insert-roleplay-name) is still alive," would be enough; you needn't resubmit the entire form.

    This would provide one easy-to-access resource for finding the active roleplays amidst the swarm of inactive ones which have accidentally been brought back to the front page. It would also allow people who are planning to create a roleplay to know, at a glance, what types of roleplays there are already a variety of, and what types are successful.

    So, if you want to see a forum ripe with active roleplays and engaged roleplayers, I encourage you to support this index by submitting your own information. If you have any questions or suggestions, please post them; this is still in a stage of great growth and adaptation, trying to find the best way to serve the Minecraft Forums Roleplaying Community.

    If people are interested in using this index, I'll ask the mods to pin it at the top of the forums page, so it doesn't get lost in the clutter down below.

    Credit to an ancient one, which has long since been deleted, but which seemed like a good enough idea: http://www.minecraftforum.net/forums/off-topic/forum-games/forum-roleplaying/440284-official-rp-player-index-nuked-as-of-9-14-13-and

    I'll see you around.

    Posted in: Forum Roleplaying
  • 1

    posted a message on The Mansion

    Name: Xygorn the Irremarkable
    Species: Evil Sentient Death Lizard
    Appearance: Standing at two impressive meters in height, Xygorn is clearly a being of great importance. His stature and body shape is that of a hominid, with an erect posture and two pairs of limbs. He possesses a long, thick tail, which extends from his rear to a height nearly equal with most floors. Walking down stairs occasionally proves a problem for him, so he will either bend over or simply jump to the bottom of the flight. His skin is a dark green, with shadows of blackness, and a brighter lime-green pair of reptilian eyes. His face is a snout, much like an iguana's, but not a stout-faced iguana's, as the elongated iguana head is far more terrifying. Indeed, Xygorn, and all Evil Sentient Death Lizards, possess several iguana-like features, such as a row of spines along their backs, large, sharp, sickle-claws on all of their limbs, and scaly, reptilian skin. They might even be considered a horrifying species if it was not for the very friendly smile which is naturally present on their face. Thankfully, Xygorn has trained himself for years to repress this smile, and to embody the fearsome beast with whom he identifies.
    Abilities: Xygorn's abilities include an exceptional strength and speed, which, when coupled with his sharp claws and teeth, create a validly dangerous combination. His brain, meanwhile, is about equal when compared to a human's. His dexterity is slightly diminished by the scale of the claws on his hands, but he is still capable of handling tools or weapons which do not require very specific adjustments (e.g. swords, axes, hammers, brooms, perhaps even a wrench). It should also be noted that, like Iguanas, Xygorn is capable of swimming smoothly or simply submerging himself for long periods of time without rising for breaths.
    Backstory: Xygorn just wants to be misunderstood. His is a species of incomprehensible joviality and inherent good naturedness, which has passed onto him with only one flaw: the desire to be feared and recognized as dangerous, impressive, vile, and monstrous. So it was that he changed his birth name, Bubbly Bob, to Xygorn, as soon as he reached the three minutes of age which his society requires for partaking in important legal decisions*. He later went on to petition the government of his race to change their official species designation from Reptilius jovialensis to Evil sentient death lizardiensis, a name which Xygorn found far more intimidating and impressive. As no other members of the species were considerably concerned with what their species was named, and as all members of the species have an inherent desire to make everyone as happy as possible, the government conceded the win to Xygorn, who then spent three years thanking each and every member of his species in length detail, praising their many qualities and attributes in an effort to display his gratitude to all of them†. However, as Xygorn would soon learn, not all species were as kind as him. Since Xygorn knew that he would never earn the fear of his own people, he decided to set out to explore the universe in an enormous Death Cruiser, which possessed the power to destroy entire planets, and, on occasion, galaxies (it was an accident for which Xygorn was quite apologetic). In his many travels, Xygorn came across many races which he tried to dominate ruthlessly, but accidentally found himself establishing as left-wing democratically self-governed entities with advanced technology and incredibly high standards of living. After he became too infuriated with the worship which these various races gave to him, hailing him as a saviour and a revolutionary hero, Xygorn would set off again in his impressive and intimidating vessel of destruction. His most recent encounter was with the race known as Homo sapiens, which Xygorn has found the most depressing as of yet. Their annoying, relatively new ideals, such as, "not judging a book by its cover," "not making assumptions about horrifying space aliens with threats to destroy entire planets," "avoiding racial stereotyping," "giving people second chances," and other generally horrendous results of twisted social justice crusades were enough to make Xygorn weep. He has since become a full-fledged social justice crusader within the intergalactic community, trying to fight for the rights of entities who want to identify as evil, but who are having their rights stripped away from them by oppressive societal movements such as kindness, equality, acceptance, and understanding.
    Other: If I might be so bold as to make a suggestion, I shall first lay out the basis upon which my suggestion is being made. It seems to me as though rules, such as the ostentatious rule #4, are far too obvious when bolded, and do cause a strain upon the poor optical sensory organs which we so often do call eyes, or a variation thereof. This being established, I suggest that this be remedied by the de-boldification of any previously bolded rules, in fitting with the spirit of better ophthalmic health, and certainly not in any way as a ruse for fulfilling a requirement established for acceptance into this roleplay.

    *This law was set due to a fear of discrimination against youth. It was decided that prior to 3 minutes, a youth would not be old enough to comprehend the ageism being perpetrated against it, and would therefore not suffer the effects of the injustice. However, once reaching 3 minutes old, a youth might begin to suffer permanent mental and emotional scarring due to the experience of being denied such a fundamental right as partaking in the governance of a species, or an individual within said species.

    †This is common practice within the government of the species, and may be the reason for the species' immeasurably lengthy natural life span.

    Posted in: Forum Games
  • 1

    posted a message on Mysteries of the Ancients [IC]

    ((Edited previous post to fit timeskip.))

    Qrin sat at a table of Ztaari. He was alert, and he observed those around him, but he was quiet. The desert had not done much to hone his skills of conversation over the decades of isolation.

    Qrin had spent the night in the strange shack which he had discovered. Most of the other patrons had come and gone by the hour, but Qrin had sat for many hours, not once disturbed. He had sat, and though he had tried to enjoy the strange calm which he had found there, his brain had worked as it always did, and soon he had come to the realization that he could not substitute a new false reality, no matter how pleasant, for the one reality which did matter, the one which was not a figment of his mind. He had forced himself to live for many years because it was important that he eventually find the truth. If he could learn which reality existed past the signals of his neurons, he could at last have an effect on the world. He could do something by which he would be remembered. He could learn, perhaps, why he lived at all. The universe was full of questions, and to retreat from it - that would only lead to a meaningless death, the end of a meaningless life.

    So, as dawn had broken, Qrin had left the shack. He had known at that time that he would need to begin searching for the ruins at which this tournament was to be held. His search had lasted half the day, and when he had at last found the ruins, he had slept in shade until evening, when he had been roused by another competitor, and brought to stand with the other Ztaari who would fight for Judith Baraches.

    Then, all had happened, and soon Qrin had been here, seated at this table, observing those all around him. He remembered that he would fight them soon, and he deigned to identify which might be his most ferocious opponents.

    A plate slammed into the table in front of him.

    "Old bug, you don't win if you don't eat," a Ztaari said, dropping both his own plate, and a second one intended for Qrin, onto the table. Qrin looked at the vegetables and burned insects, and after a moment he plucked up a large grasshopper and he gnashed it apart with his mandibles. The Ztaari who had brought him his food had not yet started to eat, and watched as if awaiting some sort of response. Qrin looked to the Ztaari after a moment.

    Seemingly perturbed, the Ztaari turned and dug into his own meal. Qrin remembered now not to over-indulge himself, as he was not used to eating copious amounts of food, and would surely be disadvantaged if he did. The other Ztaari, though, appeared to have no problem with his serving of toasted bugs.

    Qrin raised another crunchy grasshopper to his mandibles, which tore into it with the ferocity only a creature of the harsh deserts could attain.

    Posted in: Forum Roleplaying
  • 3

    posted a message on The Roleplayer's-Writer's Workshop

    “Grandpa, why do roleplays die?” a young boy asks his wise old ancestor. The man looks to this young child, this innocent capsule of curiosity. It is time that he is told the harsh truths of this world, this forum. It is time that he learns, so he might avoid the heartbreak and pain which so many have suffered.

    So, the old man thinks: We shall this day light such a candle as I trust shall never be put out.

    Why do Roleplays Die?
    And perhaps, how to save them.

    This question must be at least as old as the act of roleplaying itself. It is a problem faced by any who are involved in the community, not least of which are those who make the roleplays in the first place. Hours of work is often put into formulating the perfect idea, so to see it lost so easily is not only devastating, but also annoying. Then, we see that the death of a roleplay affects those who are most committed to roleplays, those who write thousands of words to develop their characters and to contribute to a world which, eventually, falls into nothing, often without even a proper ending. Finally this problem reaches the ‘casual’ roleplayers, those who participate with a few sentences, or often even just one - those who do not yet comprehend or commit themselves to character development, eloquent grammar, or beautiful descriptions. The death of roleplays is perhaps most detrimental to this group, as they have the most to gain from a lengthy attachment to a roleplay, and are the least likely to find a new roleplay to join. Therefore, I believe that it is our duty as roleplayers to investigate and understand why a roleplay dies, and how each of us can help it to survive.

    In no way do I presume to be an expert on roleplaying, and certainly, I am not the most proficient at creating and maintaining a roleplay. However, in my nearly three years in the forum roleplaying section, I think it reasonable to claim that I am an expert on roleplay death - I certainly have quite a bit of experience with it. So, it is from this experience, and from my contemplation of this experience, that I have derived these observations and conjectures about why roleplays die. I write this article in the hope that it will help someone to create a successful roleplay which does not suffer this morbid fate at any untimely moment.

    Now, let us define the terms upon which this article depends:

      • Roleplay - A text-based story with various contributors acting out the actions and emotions of various characters or entities.
      • The Forum - The Minecraft Roleplaying Forum, that ebb and flow of our existences.
      • Creator - An individual who develops, presents, organizes, and manages a roleplay.
      • Member - A participant in a roleplay, possibly including the Creator.
      • OP - The ‘Original Post’, in which the details of a roleplay are fleshed out and interest must be stoked.
      • Idea - The basis upon which a roleplay is formed. This is often outlined in the OP.
      • Death of a Roleplay - That phenomenon which occurs when a roleplay fulfills two conditions: It is no longer actively used by members, and it has not come to an official resolution of the overarching plot.

    The Three Stages

    It is my belief that there are three main categories into which nearly all causes for a roleplay’s death can be lumped. These seem to be defined just as easily by looking at when a roleplay dies. These categories could therefore be labeled Bad Ideas, Bad Execution, and Bad Management. There are some instances of roleplay death which do not fit any of these categories, but those will be included in this article as well, so that the entire situation can be seen and understood.

    Bad Ideas

    Bad Ideas are not just the bane of an infant roleplay’s success - they are also amongst the primary qualms which experienced roleplayers have with new members of the community. I dare to suggest now that it is not only these new members who have bad ideas, but also some of the most experienced ones. I, personally, have had countless bad ideas, and I am sure that I will have many more. Therefore, I have done my best to examine my failures, and the failures of others, and have looked to see where an idea can be made better.

    I have seen that there is a long scale upon which any roleplay idea falls. At one end lies simplicity, at the other complexity. In an infinitesimally small fraction along this line (so small that even after extensive study I have failed to locate it exactly) lines the realm of interest. This is where any good idea must lie. The remainder of this section will be a quest to narrow our search until we have found that beautiful, promised land.

    An idea cannot be empty or near empty. It must have enough flesh so it is more than a ghost, so that it can explain to people why they should choose to participate in this roleplay, and so that it can tell people what to expect. An idea which has had enough thought poured into it will convince potential members that the roleplay has potential to survive, will incite some interest in any reader, and will disarm potential members of any fears about what the roleplay will become. People need to know what they are signing up for.

    Likewise, an idea cannot be too detailed. This fleshy beast must be slathered in darkness to obscure its form, to excite mystique and intrigue. People do need to know what they are signing up for, but they also need to have a reason to sign up. If a roleplay has too much information provided, if a world has too much lore and the plot is too clear and single-faceted, then interest will be stymied immediately.

    Freedom is one of mankind’s most inherent desires, and creativity is one of the greatest gifts of a roleplayer. Embrace them both, but give this creativity a spark, and this freedom a land in which it can be enjoyed.

    Of course, the level of detail is not all that is important for an idea’s success. Ideas must also be original and unique - this is perhaps one of the greatest problems faced on the forum.

    On the forum, there are perhaps thirty active members. This estimation might be somewhat high, but I include members who lurk in the shadows, awaiting the appearance of a good roleplay, one which fits their tastes. Each one of these members has tastes, (preferred genres, preferred topics, preferred themes, etc.) and each of these members has a limited amount of time or energy. Therefore, there are only certain types of roleplays and only a certain number of roleplays in each of these types that can succeed. Thankfully, there are already tools to help us learn where these ‘sweetspots’ are hidden.

    By looking at the first few pages of the forum, we can immediately discern certain trends. Fantasy and “Superpower” roleplays have historically found success, so it might be assumed that making a roleplay fitting these criteria will automatically increase one’s chances of success. Trust me: many have tried, and many have failed. I believe that if one were to try this tactic right now, they would fail again, as there are already roleplays fitting these categories which are currently experiencing or anticipating some success - see Genetic Destiny, College of Althalos, and Mysteries of the Ancients.

    Actually, on an interesting anecdote, I would like to spend a short paragraph examining my personal experience with the College of Althalos and the Mysteries of the Ancients. An interest check for MotA was posted on October 23rd, and for just over a month work was done on creating it behind the scenes. Meanwhile, on November 23rd, CoA was created. It quickly received applicants - there had been a paucity of medieval fantasy roleplays on the forum for about a month or so. Then, four days later, on November 27th, MotA was officially created. Suddenly, there were two medieval fantasy roleplays. Both had somewhat different takes - one somewhat more structured, the other more open-world, both figuratively and literally. Personally, I was in strife, as both appealed to me, but I did not want to commit to two roleplays which were so similar to each other. Being as weak as I am, I eventually succumbed and applied for both. All the same, I do think that the situation would have been better had the roleplays been posted at different times, so they both had a captive audience to draw from.

    Now, let us look at a more numerical example of the situation which I am describing. Assume, for a moment, that there are five people on the forums. Here is a brief description of each:

    • Adam likes science fiction. He wants to participate in one roleplay.
    • Bob likes science fiction and superheroes. He wants to participate in two roleplays.
    • Callie likes science fiction and secret agents. She wants to participate in two roleplays.
    • Deanna likes secret agents. She wants to participate in three roleplays.
    • Eli likes superheroes and secret agents. He wants to participate in one roleplay.

    Now, imagine the following scenario:

    • Adam creates a science fiction roleplay. Bob and Callie are quick to join.
    • Bob, seeing the success of Adam’s roleplay, creates his own science fiction roleplay. However, since Adam does not want to participate in another roleplay, Deanna and Eli are not interested in science fiction, and Callie, already in one science fiction roleplay, wants to save her time for a good secret agent roleplay in the future, none of them join the roleplay.
    • Eli, wanting to join in on the fun, makes a superhero roleplay. While Bob and Callie are both interested in superheroes, they have already joined all the roleplays which they want to join. No one joins Eli’s superhero roleplay.
    • Eventually, Bob shuts down his science fiction roleplay, having unfortunately sacrificed some of his ability to participate in Adam’s roleplay in his efforts to keep his own roleplay alive.
    • Now looking for another roleplay, Bob joins Eli’s. Eli is miraculously still alive, and is boosted out of his depression thanks to the kindness of Bob. However, the delay, paired with only two members, causes the roleplay to be slow to start. Eli has also, over time, lost some interest in his own roleplay.
    • All along, Deanna has been lonely without a roleplay to join.

    Hopefully this explains why creating a roleplay which is too similar to a current roleplay is a bad idea.

    There is another way in which unoriginality can be bad, and another tool from which we can learn. By looking at the perennial failures, we can see which roleplays will almost certainly fail again. This is especially important for those who are new to the forum, which may be a reason why it is best for experienced roleplayers to create roleplays, and new members to join them. The paradoxes created by an execution of this idea are worthy of another article, but alas, they do not fit into this one.

    Finally, one specific note on bad ideas is that High School Roleplays have, on this forum, been destined to failure after failure after failure. I do believe that a good High School Roleplay could be made, but this is not the type of roleplay for beginners to make or participate in, as it only encourages blandness and mundanity. So, please, if nothing new is to be offered on this front, consider High School Roleplays, as a whole, to be bad ideas.

    The elimination of bad ideas should be the prime directive of any individual trying to create a roleplay. A good idea will attract attention, and once applicants have been found and accepted, success becomes attainable. However, the route to this prosperity is marked with various obstacles. Creating and orchestrating a roleplay is perhaps the epitome of the Hero’s Journey, and as it is in any journey, one must use one’s tools - or in this case, one’s idea - in an effective manner.

    Bad Execution

    Oh! Woe is to he who squanders a good idea, for ideas are like gems: they must be polished to become invaluable. Many a roleplayer, however, does exactly that: they take what could be a great idea and, unfortunately, fail to put enough effort into developing it. I am as guilty of this as the rest of us.

    There are various ways in which an idea can be executed poorly, but perhaps most important is how an OP is written. Too long, and interest can be lost, but too short, and one might fail to convey the depth of an idea. Grammar, spelling, and punctuation mistakes can be the doom of a good idea, as they are the most efficient manner in which a writer can discredit their self. Even using the wrong font might throw off some potential members - coloured or large text is often a warning sign that a roleplay might not be as serious as members are hoping.

    The rules outlined in an OP can also dissuade readers from applying. Requirements about post length or grammar may appeal to experienced roleplayers, but would be devastating for those new members who still need to build up their skill. Having too many rules can drive off us free-spirited individuals, and I do believe that one can never have too few rules - after all, roleplaying is an outlet for creativity, and such an outlet should be as multi purposed and wide as can be.

    The easiest way to summarize how to execute a roleplay well is to try to find as many applicants as possible. There are various types of roleplayers, and each will find different things appealing in a roleplay. Everyone can benefit from a roleplay, and a roleplay can benefit from (almost) anyone. The trick is to make sure that everyone knows this.

    A good execution is like a good advertisement - striking, memorable, intriguing, and with a large audience. But even the most powerful company can be felled by poor management. We need to make sure that the products keep selling.

    Bad Management

    Let it be said, here and now, for all to see: this is the single most horrible way for a roleplay to die. By this point, work has been put in by all parties: the creator has done their best to generate interest, the readers have worked their hardest to entertain this interest, and the applicants, hopefully now members, have often put in hours of work developing unique, interesting characters, and then placing them into this wonderful world which they are so excited by.

    Then the meteorite strikes. The volcano explodes. The WiFi crashes. Something goes wrong. Perhaps the affliction is small and incremental, but invariably it occurs, and it produces a horrible screeching sound of metal on metal, ripping apart the fragments of this fictional universe and sending its Gods into disarray. What really goes wrong?

    It is often difficult to know exactly what the problem is, but the problem can usually be found by looking at the actions of the creator, the person whose actions have the most influence over the roleplay itself. Once the roleplay has been launched, it is their job to keep the gears turning and the waves rolling. Often, a roleplay’s death boils down to a lack of interest. Sometimes this is the creator’s fault.

    One of the first management acts of a creator is to accept applicants - and one of their first errors can be made here as well. If they accept too freely, they can add the ingredients for chaos or mediocrity. If they accept too strictly, they can dissuade others from applying for fear of rejection, and they can come to rely too heavily on too fragile a group of roleplayers. Both are easy mistakes, because again we search for Goldilocks Zone where everything is just right. With the lack of applicants that most roleplays receive, it is often difficult to be strict, because we feel as though we need all of the members we can find. I would suggest that this is a false presumption, and I will explain why I believe this later in the article.

    Another problem a manager can have is that they can allow for too many rotten apples - or, in some cases, they reveal themselves to be one such rotten apple. The fish rots from the head, it is often intoned, and this is true. If a creator allows a toxic environment to fester within their roleplay, or if they make that toxic environment themself, then their roleplay will suffer atrophy as members slowly opt out of a situation which they do not enjoy. Alternatively, a roleplay might become so bogged down in inter-member drama and dispute that it forgets its goals and members lose interest.

    Then, there is inactivity, to which many a roleplay has fallen. It is imperative that a creator ensure frequent activity on a roleplay, else interest will be lost and members will disappear. In this world of the internet, we are used to being constantly bombarded with data and facts and news and content. The same must occur on a roleplay to maintain interest.

    Make people feel connected to the roleplay, on a deeper level than their application. Engage them in conversations about rules, the plot, characters, or anything else - but don’t become distracted by your newly formed friendship. Focus your connections on the roleplay itself, and in that way you will maintain both your own interest and the interest of the members. Work hard to create a community. If people feel an obligation to each other, they will post. As well, despite popular belief, nagging does work - if someone needs to post, remind them (with friendliness) that they are needed. Never stagnate. Never allow a loss of interest. Keep some hidden details of the plot to reveal in times of trouble. Save your roleplay with your own dying breaths.

    But for our collective sanity’s sake, don’t abandon your own roleplay!

    I could not count on my hands the number of times that I have seen or been a part of a roleplay which has died due to the loss of its creator. If these creators were bailing when the ship had already sunk, perhaps I would not blame them so unequivocally, but alas, the number of times that a roleplay has been abandoned while there was still roaring interest - it infuriates me!

    I was once part of a roleplay which was new, unique, and well-executed. It had a solid core of at least five people, which is exceptional for a roleplay on these forums. It had lasted for over a month, enjoying success after success, and while there had been some hiccups, none had been drastic.

    Suddenly, the creator announced that he would be leaving and the roleplay would be closing. That was that. I was devastated.

    I wish that I had possessed the audacity to say, “You had heaven in your grasp, and now you have thrown it away!” I wish that the case which I have given was the only time this fate has befallen a roleplay which I have partaken in. I wish that less roleplays died.

    I wish that roleplays would stop dying in this one, single way, for truly it is the most detestable manner of death, simply because it is the most avoidable.

    If, when making a roleplay, a creator believes that they may, at any point, lose interest in their creation, perhaps it is not the roleplay for that creator to make. Perhaps the idea needs to be changed to make it more interesting in the long term. Alternatively, if a creator ever realizes that they are losing interest in their own roleplay, it is never too late for them to search their soul and find what they need to add to reinvigorate their own interest in the roleplay. Being the creator, they have the power to do this! If ever a creator feels discouraged by a lack of activity, a lack of length in posts, or a lack of anything - do not despair! Fix your issues, do not run from them! If worst comes to worst, and there is no choice but to flee the failing fleet, then throw that torch to those who can save your roleplay. Don’t let a good thing die!


    Of course, one cannot presume that a roleplay will prosper, even if it succeeds in each of the various manners of creation and management listed above. Some circumstances are beyond the control of any one creator or roleplayer. Some circumstances are exceptional.

    One such circumstance has to do with the fact that, despite what many of us may want to believe, the Minecraft Forums are not dedicated solely to the Minecraft Roleplaying Forum. There are better, more single-goal-oriented website which exist, and which lure away some of the most advanced and ambitious roleplayers. In a way, these Minecraft Forums are a breeding ground, where average folks are turned into roleplaying aficionados. Few of us were experts at roleplaying when we first arrived here, but so many of us have become them, and in the future, so many more will. Then, unfortunately, so many of these birds leave the nest. They fly off to greener pastures, and they leave behind that womb which nourished them. This is perhaps why so many roleplays on this forum die in their prime - they fly too close to the sun, and their wings, those roleplayers who make their roleplays great, take off into the universe, burning hot and golden with promise and prosperity which they will not return to this mortal world.

    However, I would deign to offer that there is a certain magic which these forums possess, one which I hope could convince countless others to stay here long after they have ‘outgrown’ their peers. Many would argue that roleplays require large memberships in order to survive and thrive. I would suggest that this is in no way true. I have carried out various roleplays with only one, occasionally two, other people, and these have been quite successful, and quite fun, if not for the forum as a whole, then certainly for those who participated in the roleplay. This intimacy is something which I believe can easily be lost on forums where there are so many active members to drown each other out, or on forums where everyone is so advanced in their writing that no one is there to learn or teach, only to impress and exercise.

    The slow, horrifying loss of those god-like roleplayers we all have known and loved is one of the greatest afflictions suffered by roleplays on this forum, and the only way to stop it is to find the beauty in the present. We need to stop looking to the future, and we need to stop anticipating ‘better’ roleplays. Instead, make the roleplays we have even better. If we always leave for better pastures, we never make the most of the pastures which we have.


    So, why do roleplays die? They die because they are weak. Why are roleplays weak? They are weak because their components are weak. Weak ideas, weak components, weak members, weak forums. No one ever makes a roleplay with the intent of having it die, but sometimes, somewhere along the line, we lose interest, and we think, It’s okay if this dies. I can do better.

    Ironically, we often only need to embetter one thing: ourselves.

    To strengthen ourselves, we must strengthen our ability to write, our ability to formulate ideas, our ability to create and manage a roleplay, our ability to recognize the successes and failures of our roleplays, and our ability to fix these failures, and find more successes.

    Only the roleplayers themselves can stop the epidemic on this forum, and they - we - are fully capable of doing so.


    “Oh,” the little boy finally replied, very confused by his grandfather’s ramblings, which had only produced more questions for him to ask.

    Posted in: Forum Roleplaying
  • 2

    posted a message on Paxit - A Tale of War and Conquest [Always Accepting] [OOC]

    Welcome to the world of Paxit, a medieval nation-building, world-conquering roleplay! This is heavily based upon the old Dekpia roleplay by hrsidkpi. Sound interesting yet? Then without further ado, let's get into some of the more nitty-gritty details.

    How To Roleplay

    This will be a rather unique roleplay when compared to the other active ones on this forum. Unlike most of its coevals, writers for Paxit will control the governments of medieval nations, rather than specific characters. In this manner, events can occur on a far larger scale. Envision huge wars, grand alliances, significantly detailed treaties, and all manner of other events of equal grandiosity.

    To achieve this manner of roleplaying, posts will be written in a very specific style. This style will consist mainly of lists of actions completed in each turn, as well as a section laying out the current state of a nation. Here is an example of a post that a person running the Ksintiosan Empire might make on an average day:

    Military Actions:

    First Batallion:

    -The Ksintiosan Empire stations one hundred footsoldiers along the southern-most section of their border with Tos in preparation for a declaration of war.

    Second Batallion:

    -The Ksintiosan Empire stations thirty soldiers in Baki City to quell protesters.

    First Naval Fleet:

    -The First Naval fleet is officially created and officers from across the nation are assigned positions. Admiral Sinourak is placed in command.

    Infrastructure Actions:

    -The Ksintiosan Empire commences construction of a naval fleet, 20 ships strong.

    -The Ksintiosan Empire introduces an anti-poverty program to deal with vast wealth disparity amongst the population.

    Diplomatic Actions:

    -The Ksintiosan Empire sends envoys to Basin, Q'rin, and the Island Nation of Fae-Qwan with the request of a formal alliance.

    Informal Actions:

    -Emperor San'je'jok declares a national holiday to elevate the population's happiness and patriotism.

    Diplomatic Ties:

    -Military alliance with Kyrik

    Military Situations:

    First Batallion:

    -200 foot soldiers

    -100 stationed at southern-most section of border with Tos

    -100 stationed in reserve

    Second Batallion:

    -100 foot soldiers total

    -30 stationed in Baki City

    -40 stationed along northern Omantiosan border

    -30 stationed in reserve

    First Naval Fleet:

    -In construction at Chmeee harbour

    Well, perhaps not an average day.

    This style has both its advantages and its disadvantages. As for its advantages, it allows for any reader to easily understand what is occurring with a certain nation, as each event or action is clearly organized and displayed. It also has the advantage of allowing any interested roleplayer, no matter their writing abilities, to feel proud of their participation; alternatively, extremely busy roleplayers will still be able to partake in this roleplay because there is not an excessive amount of writing required from them. Its one disadvantage is that it might not be as beautiful as the average post in many other roleplays. To deal with this, there is always the option for devoted roleplayers to make detailed posts about certain citizens, officials, locations, or events, if they so choose.

    The four different groups of actions listed in the above example may not encompass all actions. Always place an action in the category you feel that it is most suited to, and if you feel as though none of the categories suits it perfectly, then resort to informal; this category could also be considered an "other" category. The same applies to the underlined status sections.

    Keep in mind that you are controlling the government of a nation, not the nation's population. Therefore, while you can make actions to try to appease your population and affect their opinions on various issues, you cannot assume how they will respond to these actions.

    The World of Paxit

    The world of Paxit only works if all of the countries are within a generally similar technological range. In this case, that range has been chosen as the one stretching from the time of the Roman Empire to the European Middle Ages. At the beginning of the roleplay, technologies like gunpowder do not exist. Some states are still in a nearly tribal state of governance, while others are bordering on democracy and imperialism. Sea-faring ships are nearly universal, though some countries excel in this more than others. Swords, spears, bows, daggers, poisons, catapults, and varieties of these weapons proliferate in this world. Brass and percussion instruments form the majority of music in the more civilised nations.

    Technological advancement may occur as this roleplay progresses, but do not expect rapid scientific progress. As well, do not try to force progress upon your country, as every action has an equal and opposite reaction.

    It should also be noted that, as the owner of this roleplay, I will be doing my part to ensure that no one nation ever grows overly powerful. Therefore, I will be managing any unclaimed nations, as well as orchestrating unexpected natural disasters, rebellions, industrial accidents, famines, plagues, and the like. Envision this roleplay as being hyper attentive to Murphy's Law on a societal scale.

    The average size of these nations should be considered in comparison to Scotland or Ireland. The highest populations might reach four million, but a more average population of 800,000 to one million would also be acceptable.

    Maps of the nations are included below, but here are brief summaries of general environmental trends in the various nations. Feel free to change these when you adopt a nation, but be sure to keep the trends intact in general areas.

    • The north-western island consists mainly of jungles, thickest in the south and growing into a dispersion of plains at the north.
    • The Islands of the Cantaraves have mostly boreal climates. They are rough, but generally habitable.
    • The northern landmass surrounding the Fae Gulf has a mix of boreal and tropical climates, north and south, respectively. North of the mountain range is a frigid tundra. The same general rules hold true for the landmass surrounding the Gulf of Sintos.
    • On the southern-most continent, a wide array of environments are represented. To the west are large forests, transitioning into the Karabar Floodplains, which continue around Lake Karabat. The only routes for a naval vessel travelling from Lake Karabat to the sea are through the rivers which flow through the the two Karabar territories. Adjacent to the east is the Ay'ul Desert, surrounded by the northern Riplent Mountains and the southern Guali mountains, which eventually converge at their easternmost points.


    I promised it, therefore, I now deliver upon it. Behold the history section, where the tales of this world are recorded for all to see!

    The nations came into being quite suddenly, and as if they had always existed without interacting with each other. All relations were neutral, though some would quickly become more strained than others. This is a story of the results of those strains.

    In the north-west, we quickly witnessed the growth and come-to-prominence of Vatrugos, a religiously-driven, jungle-inhabiting, navally-powerful nation. As they celebrated their festivals, gained a renewed sense of entitlement and arrogance, and began work upon a massive line of fortresses at their northern frontier, they began to come into contact with their neighbours, such as the struggling Tribes of Sin'jok. Despite the peaceful beginnings of the tribes, tensions boiled over between two feuding coastal groups who competed over fishing resources. The Vatrugi watched on with contemplatively greedy eyes. Meanwhile, they made connections with their other neighbours, the respectable nation of Erabas. One such connection was a trade deal between the nations, which would provide Erabas with the lumber it required to purchase equipment from Fae-Qwan which would refurbish its military. Meanwhile, the Vatrugi enjoyed foreign labourers, supplied by the government of Erabas itself. These labourers were easily convinced to perform this labour even at a meagre salary due to the sudden famine which had struck the southern portion of the nation's agricultural areas. In the north, the Kingdoms of Utos remained somewhat separate as they dealt with the issues surrounding their king's failing health. His latest wife, Queen Alyé, slowly grew to replace his presence.

    Meanwhile, the Cantaraves were struck by a monstrous storm which destroyed colonies on the northern islands. Utos was quick to supply this relief, though the issues with King Jess' failing health caused its delivery to fluctuate. Erabas was somewhat more slow in its response, but it delivered a larger contingent of assistance for its smaller damages. Finally, Maranavok failed to provide even the slightest response.

    Moving east, we come across three very interesting nations. Maranavok, the largest, was an immense military power, though its navy was weak due to a lack of necessity. It threatened both Arenthia, a noble, powerful, and beautiful country to the east, and T'ing-Mat'ao, a country renowned for its art, and recognized for its progressive democratic system. However, this democratic system made T'ing Mat'ao very erratic, causing it to sign treaties with its oppressor to the north only to abandon them weeks later. Protests did emerge. Arenthia, a more traditional nation, responded to the threat of Maranavokian expansionism with increased protection along the western border.

    Perhaps most important within the early days was the message delivered by the sudden collapse of the old Omantiosan Empire. Once one of the most renowned and feared powers in the land, the empire, having grown weak and ineffectual in its luxury and famines, was threatened by the rising power of the Ksintiosan Empire, a new-yet-strong, and also very small, nation to the south-east. The immense power of Kyrik, Omantiosa's other eastern neighbour, and also a rather new presence, was yet another threatening imposition. Finally, the harmony and stability of Tsin at Omantiosa's south-western corner would have major repercussions on the old, decrepit power. In the mid-summer months, the Ksintiosan Empire began its advance into Omantiosa, slowly annexing territory for itself. Omantiosa, after a delayed reaction in hope of appeasing the Ksintiosans with some free territory, finally declared war on the Empire to its south-east, and began seeking assistance from Arenthia and Fae-Qwan. Tsin, noting the weakness of Omantiosa, and fearing a complete take-over by the ambitious and impressive Ksintiosan Empire, launced its own invasion against the southern limb of the failing state. The Empire was quick to take large legs of Omantiosa's territory, reaching its capital within two months. After forcing the retreat of the Omantiosan government to a second, unofficial capital in the northern part of the country, the Empire made a deal with Tsin in which they outlined the distribution of territory between the two invaders. It had become clear that Omantiosa had lost its old southern glory, and would at the very least be relegated to the cruel northern stretches of land. Meanwhile, new tensions rose. The growing Ksintiosan Empire sparked conflict with the Kyrians through a variety of actions, though the Kyrians were at times guilty of misdeeds as well. The Ksintiosans, seeking to lessen the Kyrian presence in 'their' gulf, demanded such a withdrawal of forces and also worked to fortify its coastal settlements in the case of an attack. Unfortunately, the Empire also chose to impose upon a prospective treaty which the Kyrians sought with the nation of Tos, a neighbour of both adversaries. Some signs of good-will came in the form of Emperor Yan-Sun's repeated appeals for peaceful resolutions, and in the attendance of Ksintiosan athletes at the Kyrian international games. Tensions, however, remained quite high as Kyrik grew its army to encompass nearly two/thirds of its population, and the Ksintiosans began to incorporate women into their naval forces, sparking a societal revolution in this advancing nation. One thing only is clear with this mass of land: the old powers are gone, and into that vacuum, new ones have emerged.

    Finally, we turn to the southern land. Here, little of grand interest has surpassed. In Q'rin, troubles with Gualichos were inflamed by the arrogance of the Guali leader, though these were resolved, and the southern trade route remained intact. A small disease caused some concerns. On the opposite side of the land, the nation of Indigosoki-Vontropanos had collapsed under the pressure of various weakly-united ethnic and religious groups, and as turmoil struck the nation, Mylanos and Southern Kurubar, like vultures to a carcass, struck their prey. The northern Kurubar, meanwhile, sought a trade route through its fellow northern neighbours, Riplentique and Tamlar, which would stretch all the way to Q'rin. Diplomatic relation between the Kurubars were also healed. Riplentique suffered some economic unrest as the old peace frayed and new tensions caused diminished luxury, and finally, in Mylanos, two important actions occurred. One was a stray ship of the Vatrugi pillaging a Mylanese settlement. Two, was the formation of an alliance with Kyrik which would effectively unite the most powerful naval force (That of the Kyrians) with the most powerful terrestrial army (That of Mylanos, a military oligarchy of a nation).

    Any pacifists would despair to see so many conflicting interests causing so much chaos through such a vast land. The old ways, as horrid as they might have been, were certainly gone, and the future held only a mystery - a mystery, and consequentially, a threat.


    Could it really be the time to apply already? Absolutely! In fact, this roleplay will always accept applications, unless we feel that there are too many roleplayers. However, since the roleplay has begun, we ask that anyone attempting to make an application sends a Private Message to Commandosaurus first, so that we can work together to find a way in which the roleplay will be least effected by this sudden change. Without further ado, here's a form with which one might do so, and some information to help you with each section:

    Name: Feel free to change this, but be sure to include the name which is given on the map so that we know where your nation is located.

    Government: Feel free to make this as detailed as you wish, especially if the governmental form is of your own creation and cannot be easily compared to a current form.

    History: Give as much information as you can for this section. After all, isn't the history just a super fun part?

    Population: With an average of about 800,000, but a high end of four million, these are vastly different nations. Describe the size of yours.

    Environment: This is optional, to be used if you want to give more information on the general environment of your nation. Also use this section to detail the natural resources of your country.

    Major Cities/Infrastructure: Where's the capital? Where are the military bases? How are cities interconnected? Any important ports? Imposing landmarks?

    Expertise: In what industries or activities does your nation specialize?

    Military: How powerful is your military? Which battalions already exist? Try to make your nation's military prowess relatively similar to that of coeval nations.

    Culture: This is optional, but it may help to affect how and with whom alliances are formed.

    Colour: Give a hex code for a specific colour you would like your nation to be changed to on the map. Of course this is optional.

    Other: These are large nations. Surely there must be something I have forgotten to provide a space for - place it here instead! Of course, this is an optional section, but if you don't include it you won't be accepted.

    And a copy-and-paste-friendly version:






    Major Cities/Infrastructure:






    And finally, a list of nations which others have already laid claim to. Bolded items on this list are officially registered nations; a lack of alterations signify that a nation has been reserved, but not yet created.

    Q'rin - Meritania
    Fae-Qwan - Darthrafael
    Mylanos - ike709
    Tos - Ethansito
    Arenthia - JayFarlander
    Kyrik - TheSkeleMiner

    Mendratia - MafiaDog

    Nucleep - T'ing-Mat'ao

    Hapchazzard - Riplentique

    Zyngard - Maranavok

    Rules and Anti-Rules

    Many roleplays have huge lists of rules, and often these rules become assumed for other roleplays. The only reason that this list of rules is so long is that it is important for people to understand what common rules do not apply here.

    • Be kind. This should be a general rule of life, but unfortunately it is not. Be respectful to other people, don't disparage their efforts, and if you're impressed by something, say so! If you find a joke funny, or a strategy ingenious, let people know. We're all human, and we all love compliments.
    • Heed the owner. This is also something that should be assumed, but I'll mention it for the sake of mentioning it. I am taking it as my obligation to keep this roleplay running smoothly. If I make a decision or an intervention which you disagree with, trust that it is done for the betterment of the roleplay as a whole.
    • There is no rule regarding writing ability. Many roleplays these days are instituting minimum post lengths, or requirements for superior English abilities. Paxit will have no such limits. First of all, we want anyone who is interested to partake in this roleplay. We do not want to exclude anyone because they feel as though they are not fit to participate. Secondarily, this roleplay simply does not need an exceptional level of literacy. Of course your posts must be understandable, but if they do not flow beautifully, few will suffer serious issues in utilising them in their own roleplaying experience. This is not to say that avid writers are not wanted - we always welcome exceptional talent here, and are eager to read when people want to demonstrate their skill through excerpts of life within a nation. This is a roleplay for everyone, so everyone's writing is acceptable.
    • Don't be excessively powerful. This just means that you should never be dealing serious damage to a nation without that nation having a chance to respond.
    • Read everything and inspect the maps and map updates. This is more of a very heavily weighted suggestion than an obligatory demand. If you follow it, everything will run far more smoothly. We will avoid confusion, countless debates, and just will have a generally easier experience.
    • Stay active, or at least alert us to your absences. If you are inactive for two weeks without alerting the owner to your absence, your nation will revert to a state of being unowned. You can reclaim it upon your return.


    If there are any spelling mistakes, complete lapses in the information, or other errors/inconsistencies/insufficiencies in this text, please point them out so they may be fixed.

    Be sure to check back regularly for updates to guidelines, examples, maps, and soon, the 'History' section, which will recap any important events of the roleplay.

    Applications do not have to be redone when the application form is updated. That simply wouldn't be fair.

    Here is a link to the action thread.


    This will not be a small roleplay. It will only work if we have at least a handful of active, engaged, and excited roleplayers. However, with such a unique and immense concept, I doubt that excitement will be our largest problem. Please, join, and add your own touch to this unique roleplay, and to the world which it encompasses. Leave your mark on Paxit, whatever size that mark might be.

    Posted in: Forum Roleplaying
  • 1

    posted a message on Paxit - A Tale of War and Conquest [Always Accepting] [OOC]

    I have the same predicament, ike. Too much time to post - not enough justification to do so.

    Posted in: Forum Roleplaying
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