Vote for MiT on TMC!

Add us on Google+
Please select by the first letter of the name or type in your search below:

- A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z -


Emote is the main command which precedes your In-Character

Emote is one of the most important tools to Roleplay here on
A Moment in Tyme, along with many other useful roleplaying
commands such as pemote, npc, rpseek, etc.

> emote <string>
> emote is feeling very sad today.

Everyone in the room will see:

Aros is feeling very sad today.

All emotes are considered IC.

It is advised that all OOC conversation be kept solely to
the "osay" command. Using emote for OOC conversation could
result in the loss of the roleplaying experience privileges.

Some notes to keep in mind when typing an emote:

- Emotes should be written in prose, unless your character
is actually reciting poetry.  It should be styled such
that the passage about your character could be included
in the Wheel of Time series itself.  While everyone will
have his/her own style of writing - and we encourage this -
in general, try to write in a way that fits the general
scope of the world we are inhabiting and creating.

A point of note with regard to style choices: though the
Wheel of Time series is written in past tense, as a story
being retold, our world is a work in progress.  Since we are
creating this story as we go, rather than trying to tell a
story which has already happened, it is customary to write
emotes in present tense.  In addition to creating the sense
of a living narrative, present tense provides a measure of
clarity to combat and allows 'open' emotes to flow more
smoothly. (See below for explanation of open emoting.)

- Emotes should be about external descriptors.  Your emotes
should not include inner monologue unless the thoughts in
your head can be clearly seen in your expression or other
external indicators.

> Examples:
Try to avoid this:

    Fred walks along the streets of Caemlyn, ashamed that he
    had to leave his hometown of Four Kings to come to this
    big city.  He feels out of place here and wants to leave
    as soon as possible.

Instead try this:

    Fred walks slowly through the streets of Caemlyn, his eyes
    downcast more often than not, and his shoulders hunched in
    on himself as he moves.  He tries his best to avoid contact
    with the large groups of people he squeezes past, and each
    time he bumps into someone, he lets out a small squeak of
Your actions should speak for you.  No one here is a mind
reader, and your descriptions should be sufficient to evoke
the motivations behind your actions for your fellow RPers.

- Emotes should be inclusive of the others in the scene with
you.  This means you should be mindful of the other PCs and
allow them to participate with you.  Give them something to
work with.  This is also a good habit to be in for the sake
of 'open' emotes in combat.  Basically, think of even word-
less emotes as one side of a conversation.

> Examples:

Try to avoid this:

    Martha moves into the room and slinks into the corner,
    sitting down quickly and folding her arms over her chest.
    Her cotton dress is nice, but fairly simple and blue.
    She doesn't make eye contact with anyone and seems bored
    by her surroundings.

Instead try this:

    Martha slinks into the room quietly, her simple blue cotton
    dress swirling softly around her ankles.  As she quickly
    sits at an unoccupied table, she tries to avoid meeting
    anyone's eyes, apparently uneasy about her surroundings.
    With her arms folding over her chest, she seems both
    defensive and vulnerable.

The subtle difference is that the first emote does not do
anything to encourage other players to approach your PC and
include her in the scene, while the second provides a reason
for someone to address her and draw you into the scene.

- Emotes must be 'open' rather than 'closed'.  This means that
you cannot dictate another character's response to any action
you take. You must always leave the resolution of your actions
toward another character up to that PC's player.

> Examples:

You must avoid this:

    Adam swings his sword toward Bob's chest, the steel whistling
    through the air as the sharp blade slices quickly across the
    intervening space.  The keen edge makes direct contact with
    Bob's ribs and slides along his breastbone, parting the flesh
    in a spray of red.

Instead do this:

    Adam swings his sword toward Bob's chest, the steel whistling
    through the air as the sharp blade slices quickly across the
    intervening space.  His face is set in concentration and he
    strikes with a deadly will, attempting to make direct contact
    Bob's ribs and slide the keen edge along the other man's

The response to your attempt is up to your opponent in the scene,
and this is true whether in combat or in casual RP.  Your actions
cannot dictate another player's response; you must allow other
characters to react.  You, in turn, have the responsibility (and
the right) to deliver your own character's reply.  Keep in mind
that the more completely your open emote is described, the better
the chances are that it will be answered appropriately.

See also: Pemote, RP, NPC, Policy, RPseek, Roleplay-Examples, IC, Where

:: Beginning

 Copyright © 2003 A Moment in Tyme
 Web Design by: Tannil and Guy
.:. Top of Page